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When stuck, try moving backwards as well as to side.
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5369d20682
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@ -15,6 +15,14 @@ namespace MWMechanics
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static const float DURATION_SAME_SPOT = 1.0f;
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static const float DURATION_SAME_SPOT = 1.0f;
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static const float DURATION_TO_EVADE = 0.4f;
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static const float DURATION_TO_EVADE = 0.4f;
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const float ObstacleCheck::evadeDirections[NUM_EVADE_DIRECTIONS][2] =
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{
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{ 1.0f, 0.0f }, // move to side
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{ 1.0f, -1.0f }, // move to side and backwards
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{ -1.0f, 0.0f }, // move to other side
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{ -1.0f, -1.0f } // move to side and backwards
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};
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// Proximity check function for interior doors. Given that most interior cells
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// Proximity check function for interior doors. Given that most interior cells
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// do not have many doors performance shouldn't be too much of an issue.
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// do not have many doors performance shouldn't be too much of an issue.
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//
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//
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@ -69,7 +77,7 @@ namespace MWMechanics
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, mStuckDuration(0)
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, mStuckDuration(0)
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, mEvadeDuration(0)
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, mEvadeDuration(0)
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, mDistSameSpot(-1) // avoid calculating it each time
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, mDistSameSpot(-1) // avoid calculating it each time
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, mEvadeDirection(1.0f)
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, mEvadeDirectionIndex(0)
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{
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{
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}
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}
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@ -176,8 +184,8 @@ namespace MWMechanics
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void ObstacleCheck::takeEvasiveAction(MWMechanics::Movement& actorMovement)
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void ObstacleCheck::takeEvasiveAction(MWMechanics::Movement& actorMovement)
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{
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{
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actorMovement.mPosition[0] = mEvadeDirection;
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actorMovement.mPosition[0] = evadeDirections[mEvadeDirectionIndex][0];
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actorMovement.mPosition[1] = 0;
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actorMovement.mPosition[1] = evadeDirections[mEvadeDirectionIndex][1];
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}
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}
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void ObstacleCheck::chooseEvasionDirection(bool samePosition)
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void ObstacleCheck::chooseEvasionDirection(bool samePosition)
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@ -185,7 +193,11 @@ namespace MWMechanics
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// change direction if attempt didn't work
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// change direction if attempt didn't work
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if (samePosition && (0 < mEvadeDuration))
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if (samePosition && (0 < mEvadeDuration))
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{
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{
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mEvadeDirection = mEvadeDirection == 1.0f ? -1.0f : 1.0f;
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++mEvadeDirectionIndex;
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if (mEvadeDirectionIndex == NUM_EVADE_DIRECTIONS)
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{
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mEvadeDirectionIndex = 0;
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}
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}
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}
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}
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}
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@ -13,6 +13,8 @@ namespace MWMechanics
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/// NOTE: determined empirically based on in-game behaviour
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/// NOTE: determined empirically based on in-game behaviour
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static const float MIN_DIST_TO_DOOR_SQUARED = 128*128;
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static const float MIN_DIST_TO_DOOR_SQUARED = 128*128;
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static const int NUM_EVADE_DIRECTIONS = 4;
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/// tests actor's proximity to a closed door by default
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/// tests actor's proximity to a closed door by default
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bool proximityToDoor(const MWWorld::Ptr& actor,
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bool proximityToDoor(const MWWorld::Ptr& actor,
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float minSqr = MIN_DIST_TO_DOOR_SQUARED,
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float minSqr = MIN_DIST_TO_DOOR_SQUARED,
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@ -47,6 +49,9 @@ namespace MWMechanics
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float mPrevX;
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float mPrevX;
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float mPrevY;
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float mPrevY;
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// directions to try moving in when get stuck
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static const float evadeDirections[NUM_EVADE_DIRECTIONS][2];
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enum WalkState
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enum WalkState
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{
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{
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State_Norm,
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State_Norm,
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@ -58,7 +63,7 @@ namespace MWMechanics
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float mStuckDuration; // accumulate time here while in same spot
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float mStuckDuration; // accumulate time here while in same spot
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float mEvadeDuration;
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float mEvadeDuration;
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float mDistSameSpot; // take account of actor's speed
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float mDistSameSpot; // take account of actor's speed
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float mEvadeDirection;
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int mEvadeDirectionIndex;
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void chooseEvasionDirection(bool samePosition);
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void chooseEvasionDirection(bool samePosition);
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};
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};
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