fix stewblaster stopping for non-players

fixes an issue when stew blaster would stop for non-players and would stand still permanently due to enemy hitboxes being removed.  Tested that stewblaster only stops for players and starts moving when there are no players in the vicinity
This commit is contained in:
David Markowitz 2024-03-29 20:17:39 -07:00
parent 150031861d
commit 0036b71d94
2 changed files with 13 additions and 1 deletions

View File

@ -68,6 +68,7 @@ void MovementAIComponent::SetPath(const std::string pathName) {
}
void MovementAIComponent::Pause() {
if (m_Paused) return;
m_Paused = true;
SetPosition(ApproximateLocation());
m_SavedVelocity = GetVelocity();
@ -76,6 +77,7 @@ void MovementAIComponent::Pause() {
}
void MovementAIComponent::Resume() {
if (!m_Paused) return;
m_Paused = false;
SetVelocity(m_SavedVelocity);
m_SavedVelocity = NiPoint3Constant::ZERO;

View File

@ -1,6 +1,7 @@
#include "WanderingVendor.h"
#include "MovementAIComponent.h"
#include "ProximityMonitorComponent.h"
#include <ranges>
void WanderingVendor::OnStartup(Entity* self) {
auto movementAIComponent = self->GetComponent<MovementAIComponent>();
@ -19,7 +20,16 @@ void WanderingVendor::OnProximityUpdate(Entity* self, Entity* entering, std::str
if (!proximityMonitorComponent) self->AddComponent<ProximityMonitorComponent>();
const auto proxObjs = proximityMonitorComponent->GetProximityObjects("playermonitor");
if (proxObjs.empty()) self->AddTimer("startWalking", 1.5);
bool foundPlayer = false;
for (const auto id : proxObjs | std::views::keys) {
auto* entity = Game::entityManager->GetEntity(id);
if (entity && entity->IsPlayer()) {
foundPlayer = true;
break;
}
}
if (!foundPlayer) self->AddTimer("startWalking", 1.5);
}
}