Reset initial wander position when commanding actors and don't create return packages when stacking actual ai packages

This commit is contained in:
Evil Eye 2025-03-23 18:25:20 +01:00
parent 57fb334a6e
commit 88cac9b0fa
5 changed files with 29 additions and 15 deletions

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@ -119,6 +119,7 @@ namespace MWMechanics
/// Reset pathfinding state
void reset();
virtual void resetInitialPosition() {}
/// Return if actor's rotation speed is sufficient to rotate to the destination pathpoint on the run. Otherwise
/// actor should rotate while standing.

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@ -400,7 +400,7 @@ namespace MWMechanics
const auto newTypeId = package.getTypeId();
if (currentTypeId <= MWMechanics::AiPackageTypeId::Wander
&& !hasPackage(MWMechanics::AiPackageTypeId::InternalTravel)
&& (newTypeId <= MWMechanics::AiPackageTypeId::Combat || newTypeId == MWMechanics::AiPackageTypeId::Pursue
&& (newTypeId == MWMechanics::AiPackageTypeId::Combat || newTypeId == MWMechanics::AiPackageTypeId::Pursue
|| newTypeId == MWMechanics::AiPackageTypeId::Cast))
{
osg::Vec3f dest;
@ -432,8 +432,14 @@ namespace MWMechanics
}
// insert new package in correct place depending on priority
bool resetInitialPositions = false;
for (auto it = mPackages.begin(); it != mPackages.end(); ++it)
{
if (resetInitialPositions)
{
(*it)->resetInitialPosition();
continue;
}
// We should override current AiCast package, if we try to add a new one.
if ((*it)->getTypeId() == MWMechanics::AiPackageTypeId::Cast
&& package.getTypeId() == MWMechanics::AiPackageTypeId::Cast)
@ -444,22 +450,25 @@ namespace MWMechanics
if ((*it)->getPriority() <= package.getPriority())
{
if (cancelOther && isActualAiPackage((*it)->getTypeId()))
mAiState.reset();
onPackageAdded(package);
mPackages.insert(it, package.clone());
return;
it = mPackages.insert(it, package.clone());
if (newTypeId == MWMechanics::AiPackageTypeId::Follow)
resetInitialPositions = true;
else
return;
}
}
if (resetInitialPositions)
return;
onPackageAdded(package);
mPackages.push_back(package.clone());
// Make sure that temporary storage is empty
if (cancelOther)
{
mAiState.moveIn(std::make_unique<AiCombatStorage>());
mAiState.moveIn(std::make_unique<AiFollowStorage>());
mAiState.moveIn(std::make_unique<AiWanderStorage>());
}
mAiState.reset();
}
bool MWMechanics::AiSequence::isEmpty() const

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@ -59,12 +59,7 @@ namespace MWMechanics
mStorage = std::make_unique<Derived>(payload);
}
/// \brief takes ownership of the passed object
template <class Derived>
void moveIn(std::unique_ptr<Derived>&& storage)
{
mStorage = std::move(storage);
}
void reset() { mStorage.reset(); }
};
}

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@ -676,6 +676,13 @@ namespace MWMechanics
stopMovement(actor);
}
void AiWander::resetInitialPosition()
{
mStoredInitialActorPosition = false;
mPathFinder.clearPath();
mHasDestination = false;
}
bool AiWander::playIdle(const MWWorld::Ptr& actor, unsigned short idleSelect)
{
if ((GroupIndex_MinIdle <= idleSelect) && (idleSelect <= GroupIndex_MaxIdle))
@ -804,7 +811,7 @@ namespace MWMechanics
converter.toWorld(dest);
state.moveIn(std::make_unique<AiWanderStorage>());
state.reset();
osg::Vec3f pos(static_cast<float>(dest.mX), static_cast<float>(dest.mY), static_cast<float>(dest.mZ));
MWBase::Environment::get().getWorld()->moveObject(actor, pos);

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@ -121,6 +121,8 @@ namespace MWMechanics
static std::string_view getIdleGroupName(size_t index) { return sIdleSelectToGroupName[index]; }
void resetInitialPosition() override;
private:
void stopWalking(const MWWorld::Ptr& actor);