Thomas
10a5bb9464
Made code a bit more standardized and added a good bit of documentation.
2014-04-29 23:40:59 -04:00
scrawl
1fd7a07b5e
Merge branch 'master' of https://github.com/OpenMW/openmw into return
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Conflicts:
apps/openmw/mwmechanics/aisequence.cpp
apps/openmw/mwmechanics/aiwander.cpp
2014-04-29 09:14:13 +02:00
scrawl
9b36a13821
Feature #1289 : NPCs return to default position
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Make stationary NPCs return to their previous position once combat/crime AI finishes.
2014-04-29 09:09:51 +02:00
cc9cii
1fb2c8d87b
NPC turning is less hacky but still not perfect. NPC's should walk away after a period of non-action by the player (vanilla behaviour) - not yet implemented.
2014-04-27 07:38:31 +10:00
cc9cii
6a1435c49e
Remove rotation check that was freezing NPC's.
2014-04-20 17:59:08 +10:00
cc9cii
000afa48b7
An attempt at making turning animation smoother. Copied some code from AiCombat for rotation.
2014-04-20 11:59:47 +10:00
cc9cii
9bd31b6236
Added reaction time and moved game setting variables init to the constructor.
2014-04-20 10:06:03 +10:00
cc9cii
c652cb1568
More cleaning up.
2014-04-18 15:19:22 +10:00
cc9cii
d3be725ee7
Actors are moved on if idling near a closed interior door. Unreachable pathgrid points due to a closed door are removed from the allowed set of points.
2014-04-18 14:41:43 +10:00
cc9cii
1ceeeb4a22
Fix movement glitches for actors with low speeds (e.g. a rat). Was caused by false detection of being stuck.
2014-04-18 14:41:43 +10:00
cc9cii
f597d3e88b
Use duration rather than frame counts. Stops false detection of being "stuck" with high frame rates (e.g. indoors).
2014-04-03 07:46:26 +11:00
cc9cii
ebb1813b9b
Minor comment clarification.
2014-03-29 20:17:04 +11:00
cc9cii
07fd801d94
My previous analysis of the pathfinding issue was incorrect. It was in fact caused due to some of the pathgrid points being unreachable. Instead of returning an empty path in such a scenario, incorrect path + requested destination were being returned. There was also a defect where past cost was being used for selecting open points.
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There is still an unresolved issue where mGraph and mSCComp are being rebuilt unnecessarily. The check mCell != cell in buildPath() is being triggered frequently. Not sure why.
2014-03-29 19:35:52 +11:00
cc9cii
d54ae58ec9
Bug #900 fix - minor update to comments
2014-03-14 00:09:03 +11:00
cc9cii
d92740efc9
Bug #900 fix - only fixed AiWonder, AiCombat, AiTravel and others may need a different strategy to this.
2014-03-13 23:44:52 +11:00
scrawl
bea161331c
Play 'hello' voiced dialogue entries in AIWander
2014-01-19 20:53:58 +01:00
gus
650a112e2e
better timer
2013-10-30 20:42:50 +01:00
Torben Carrington
c080785235
Pathfinding Overhaul - Finished cleaning, removed unnecessary parameter in one function, fixed use of the function in ai packages and added use of clearPath() function in aiwander, fixed algorithms and got rid of excess subtractions in getDistance functions (thanks to Chris!).
2013-05-29 19:26:45 -07:00
Torben Carrington
fd96d47fe4
AIWander Completed. Replicates vanilla as best possible, pathfinding needs fixing before this looks correct but once the pathfinding files are edited this will behave pretty much exactly as vanilla. Major credit to Hrnchamd for major research.
2013-05-26 11:30:42 -07:00
Torben Carrington
e37324b967
AIWander everything works. only two things to do: Implement limiting selection on z axis, and correcting decision algorithm.
2013-05-26 08:49:44 -07:00
Torben Carrington
1cfe037d6b
AIWander - Added support for the Repeat parameter to mimic vanilla.
2013-05-24 04:49:20 -07:00
Marc Zinnschlag
a092deaee8
various fixes
2012-11-16 20:28:20 +01:00
marcin
51027c541e
Feature #391 Dummy AI package classes
2012-11-16 18:38:15 +01:00
marcin
4b939c7521
Feature #391 Dummy AI package classes
2012-11-15 22:15:20 +01:00
marcin
e6c8e1f0d7
Feature #391 Dummy AI package classes
2012-11-14 18:42:04 +01:00