Direct target following only for playables.
Thanks to Sahar.
This commit is contained in:
@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -476,7 +476,7 @@ abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_accessor.moveTo(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_accessor.moveTo(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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// Mobius: Solves moving to wrong Z when not using geodata,
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// but probably is not accurate and you should use geodata.
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@@ -476,7 +476,7 @@ abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_accessor.moveTo(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_accessor.moveTo(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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// Mobius: Solves moving to wrong Z when not using geodata,
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// but probably is not accurate and you should use geodata.
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@@ -530,7 +530,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -530,7 +530,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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@@ -467,7 +467,7 @@ public abstract class AbstractAI implements Ctrl
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}
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// Calculate movement data for a move to location action and add the actor to movingObjects of GameTimeController
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_actor.moveToLocation(pawn, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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_actor.moveToLocation(_actor.isPlayable() ? pawn : null, pawn.getX(), pawn.getY(), pawn.getZ(), offset);
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if (!_actor.isMoving())
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{
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