Example #1
0
 void AiCombat::rotateActorOnAxis(const MWWorld::Ptr& actor, int axis, 
     MWMechanics::Movement& actorMovementSettings, AiCombatStorage& storage)
 {
     actorMovementSettings.mRotation[axis] = 0;
     float& targetAngleRadians = storage.mMovement.mRotation[axis];
     if (targetAngleRadians != 0)
     {
         // Some attack animations contain small amount of movement.
         // Since we use cone shapes for melee, we can use a threshold to avoid jittering
         std::shared_ptr<Action>& currentAction = storage.mCurrentAction;
         bool isRangedCombat = false;
         currentAction->getCombatRange(isRangedCombat);
         // Check if the actor now facing desired direction, no need to turn any more
         if (isRangedCombat)
         {
             if (smoothTurn(actor, targetAngleRadians, axis))
                 targetAngleRadians = 0;
         }
         else
         {
             if (smoothTurn(actor, targetAngleRadians, axis, osg::DegreesToRadians(3.f)))
                 targetAngleRadians = 0;
         }
     }
 }
Example #2
0
 void AiCombat::rotateActorOnAxis(const MWWorld::Ptr& actor, int axis, 
     MWMechanics::Movement& actorMovementSettings, MWMechanics::Movement& desiredMovement)
 {
     actorMovementSettings.mRotation[axis] = 0;
     float& targetAngleRadians = desiredMovement.mRotation[axis];
     if (targetAngleRadians != 0)
     {
         if (smoothTurn(actor, targetAngleRadians, axis))
         {
             // actor now facing desired direction, no need to turn any more
             targetAngleRadians = 0;
         }
     }
 }
bool zTurn(const MWWorld::Ptr& actor, float targetAngleRadians, float epsilonRadians)
{
    return smoothTurn(actor, targetAngleRadians, 2, epsilonRadians);
}
Example #4
0
bool MWMechanics::AiPackage::pathTo(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest, float duration, float destTolerance)
{
    mTimer += duration; //Update timer

    ESM::Position pos = actor.getRefData().getPosition(); //position of the actor

    /// Stops the actor when it gets too close to a unloaded cell
    //... At current time, this test is unnecessary. AI shuts down when actor is more than 7168
    //... units from player, and exterior cells are 8192 units long and wide.
    //... But AI processing distance may increase in the future.
    if (isNearInactiveCell(pos))
    {
        actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
        return false;
    }

    // handle path building and shortcutting
    ESM::Pathgrid::Point start = pos.pos;

    float distToTarget = distance(start, dest);
    bool isDestReached = (distToTarget <= destTolerance);

    if (!isDestReached && mTimer > AI_REACTION_TIME)
    {
        bool wasShortcutting = mIsShortcutting;
        bool destInLOS = false;
        if (getTypeId() != TypeIdWander) // prohibit shortcuts for AiWander
            mIsShortcutting = shortcutPath(start, dest, actor, &destInLOS); // try to shortcut first

        if (!mIsShortcutting)
        {
            if (wasShortcutting || doesPathNeedRecalc(dest, actor.getCell())) // if need to rebuild path
            {
                mPathFinder.buildSyncedPath(start, dest, actor.getCell());
                mRotateOnTheRunChecks = 3;

                // give priority to go directly on target if there is minimal opportunity
                if (destInLOS && mPathFinder.getPath().size() > 1)
                {
                    // get point just before dest
                    std::list<ESM::Pathgrid::Point>::const_iterator pPointBeforeDest = mPathFinder.getPath().end();
                    --pPointBeforeDest;
                    --pPointBeforeDest;

                    // if start point is closer to the target then last point of path (excluding target itself) then go straight on the target
                    if (distance(start, dest) <= distance(dest, *pPointBeforeDest))
                    {
                        mPathFinder.clearPath();
                        mPathFinder.addPointToPath(dest);
                    }
                }
            }

            if (!mPathFinder.getPath().empty()) //Path has points in it
            {
                ESM::Pathgrid::Point lastPos = mPathFinder.getPath().back(); //Get the end of the proposed path

                if(distance(dest, lastPos) > 100) //End of the path is far from the destination
                    mPathFinder.addPointToPath(dest); //Adds the final destination to the path, to try to get to where you want to go
            }
        }

        mTimer = 0;
    }

    if (isDestReached || mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1])) // if path is finished
    {
        // turn to destination point
        zTurn(actor, getZAngleToPoint(start, dest));
        smoothTurn(actor, getXAngleToPoint(start, dest), 0);
        return true;
    }
    else
    {
        if (mRotateOnTheRunChecks == 0
            || isReachableRotatingOnTheRun(actor, *mPathFinder.getPath().begin())) // to prevent circling around a path point
        {
            actor.getClass().getMovementSettings(actor).mPosition[1] = 1; // move to the target
            if (mRotateOnTheRunChecks > 0) mRotateOnTheRunChecks--;
        }

        // handle obstacles on the way
        evadeObstacles(actor, duration, pos);
    }

    // turn to next path point by X,Z axes
    zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
    smoothTurn(actor, mPathFinder.getXAngleToNext(pos.pos[0], pos.pos[1], pos.pos[2]), 0);

    return false;
}
Example #5
0
    /*
     * Current AiCombat movement states (as of 0.29.0), ignoring the details of the
     * attack states such as CombatMove, Strike and ReadyToAttack:
     *
     *    +----(within strike range)----->attack--(beyond strike range)-->follow
     *    |                                 | ^                            | |
     *    |                                 | |                            | |
     *  pursue<---(beyond follow range)-----+ +----(within strike range)---+ |
     *    ^                                                                  |
     *    |                                                                  |
     *    +-------------------------(beyond follow range)--------------------+
     *
     *
     * Below diagram is high level only, the code detail is a little different
     * (but including those detail will just complicate the diagram w/o adding much)
     *
     *    +----------(same)-------------->attack---------(same)---------->follow
     *    |                                 |^^                            |||
     *    |                                 |||                            |||
     *    |       +--(same)-----------------+|+----------(same)------------+||
     *    |       |                          |                              ||
     *    |       |                          | (in range)                   ||
     *    |   <---+         (too far)        |                              ||
     *  pursue<-------------------------[door open]<-----+                  ||
     *    ^^^                                            |                  ||
     *    |||                                            |                  ||
     *    ||+----------evade-----+                       |                  ||
     *    ||                     |    [closed door]      |                  ||
     *    |+----> maybe stuck, check --------------> back up, check door    ||
     *    |         ^   |   ^                          |   ^                ||
     *    |         |   |   |                          |   |                ||
     *    |         |   +---+                          +---+                ||
     *    |         +-------------------------------------------------------+|
     *    |                                                                  |
     *    +---------------------------(same)---------------------------------+
     *
     * FIXME:
     *
     * The new scheme is way too complicated, should really be implemented as a
     * proper state machine.
     *
     * TODO:
     *
     * Use the Observer Pattern to co-ordinate attacks, provide intelligence on
     * whether the target was hit, etc.
     */
    bool AiCombat::execute (const MWWorld::Ptr& actor, AiState& state, float duration)
    {
        // get or create temporary storage
        AiCombatStorage& storage = state.get<AiCombatStorage>();
        

        
        //General description
        if(actor.getClass().getCreatureStats(actor).isDead())
            return true;

        MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
        if (target.isEmpty())
            return false;

        if(!target.getRefData().getCount() || !target.getRefData().isEnabled()  // Really we should be checking whether the target is currently registered
                                                                                // with the MechanicsManager
                || target.getClass().getCreatureStats(target).isDead())
            return true;

        const MWWorld::Class& actorClass = actor.getClass();
        MWBase::World* world = MWBase::Environment::get().getWorld();


        //Update every frame
        bool& combatMove = storage.mCombatMove;
        float& timerCombatMove = storage.mTimerCombatMove; 
        MWMechanics::Movement& movement = storage.mMovement;
        if(combatMove)
        {
            timerCombatMove -= duration;
            if( timerCombatMove <= 0)
            {
                timerCombatMove = 0;
                movement.mPosition[1] = movement.mPosition[0] = 0;
                combatMove = false;
            }
        }

        actorClass.getMovementSettings(actor) = movement;
        actorClass.getMovementSettings(actor).mRotation[0] = 0;
        actorClass.getMovementSettings(actor).mRotation[2] = 0;

        if(movement.mRotation[2] != 0)
        {
            if(zTurn(actor, Ogre::Degree(movement.mRotation[2]))) movement.mRotation[2] = 0;
        }

        if(movement.mRotation[0] != 0)
        {
            if(smoothTurn(actor, Ogre::Degree(movement.mRotation[0]), 0)) movement.mRotation[0] = 0;
        }

        //TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f
        float attacksPeriod = 1.0f;

        ESM::Weapon::AttackType attackType;


        
        
        bool& attack = storage.mAttack;
        bool& readyToAttack = storage.mReadyToAttack;
        float& timerAttack = storage.mTimerAttack;
        
        bool& minMaxAttackDurationInitialised = storage.mMinMaxAttackDurationInitialised;
        float (&minMaxAttackDuration)[3][2] = storage.mMinMaxAttackDuration;
        
        if(readyToAttack)
        {
            if (!minMaxAttackDurationInitialised)
            {
                // TODO: this must be updated when a different weapon is equipped
                getMinMaxAttackDuration(actor, minMaxAttackDuration);
                minMaxAttackDurationInitialised = true;
            }

            if (timerAttack < 0) attack = false;

            timerAttack -= duration;
        }
        else
        {
            timerAttack = -attacksPeriod;
            attack = false;
        }

        actorClass.getCreatureStats(actor).setAttackingOrSpell(attack);


        float& actionCooldown = storage.mActionCooldown;
        actionCooldown -= duration;
        
        float& timerReact = storage.mTimerReact;
        float tReaction = 0.25f;
        if(timerReact < tReaction)
        {
            timerReact += duration;
            return false;
        }

        //Update with period = tReaction

        // Stop attacking if target is not seen
        if (target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude() > 0
                || target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude() > 75)
        {
            movement.mPosition[1] = movement.mPosition[0] = 0;
            return false; // TODO: run away instead of doing nothing
        }

        timerReact = 0;
        const MWWorld::CellStore*& currentCell = storage.mCell;
        bool cellChange = currentCell && (actor.getCell() != currentCell);
        if(!currentCell || cellChange)
        {
            currentCell = actor.getCell();
        }

        MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(actor);
        if (!anim) // shouldn't happen
            return false;

        actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);

        if (actionCooldown > 0)
            return false;

        float rangeAttack = 0;
        float rangeFollow = 0;
        boost::shared_ptr<Action>& currentAction = storage.mCurrentAction;
        if (anim->upperBodyReady())
        {
            currentAction = prepareNextAction(actor, target);
            actionCooldown = currentAction->getActionCooldown();
        }

        if (currentAction.get())
            currentAction->getCombatRange(rangeAttack, rangeFollow);

        // FIXME: consider moving this stuff to ActionWeapon::getCombatRange
        const ESM::Weapon *weapon = NULL;
        MWMechanics::WeaponType weaptype = WeapType_None;
        float weapRange = 1.0f;

        // Get weapon characteristics
        if (actorClass.hasInventoryStore(actor))
        {
            // TODO: Check equipped weapon and equip a different one if we can't attack with it
            // (e.g. no ammunition, or wrong type of ammunition equipped, etc. autoEquip is not very smart in this regard))

            //Get weapon speed and range
            MWWorld::ContainerStoreIterator weaponSlot =
                MWMechanics::getActiveWeapon(actorClass.getCreatureStats(actor), actorClass.getInventoryStore(actor), &weaptype);

            if (weaptype == WeapType_HandToHand)
            {
                static float fHandToHandReach =
                    world->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat();
                weapRange = fHandToHandReach;
            }
            else if (weaptype != WeapType_PickProbe && weaptype != WeapType_Spell && weaptype != WeapType_None)
            {
                // All other WeapTypes are actually weapons, so get<ESM::Weapon> is safe.
                weapon = weaponSlot->get<ESM::Weapon>()->mBase;
                weapRange = weapon->mData.mReach;
            }
            weapRange *= 100.0f;
        }
        else //is creature
        {
            weaptype = actorClass.getCreatureStats(actor).getDrawState() == DrawState_Spell ? WeapType_Spell : WeapType_HandToHand;
            weapRange = 150.0f; //TODO: use true attack range (the same problem in Creature::hit)
        }

        bool distantCombat = false;
        if (weaptype != WeapType_Spell)
        {
            // TODO: move to ActionWeapon
            if (weaptype == WeapType_BowAndArrow || weaptype == WeapType_Crossbow || weaptype == WeapType_Thrown)
            {
                rangeAttack = 1000;
                rangeFollow = 0; // not needed in ranged combat
                distantCombat = true;
            }
            else
            {
                rangeAttack = weapRange;
                rangeFollow = 300;
            }
        }
        else
        {
            distantCombat = (rangeAttack > 500);
            weapRange = 150.f;
        }

        
        float& strength = storage.mStrength;      
        // start new attack
        if(readyToAttack)
        {
            if(timerAttack <= -attacksPeriod)
            {
                attack = true; // attack starts just now

                if (!distantCombat) attackType = chooseBestAttack(weapon, movement);
                else attackType = ESM::Weapon::AT_Chop; // cause it's =0

                strength = OEngine::Misc::Rng::rollClosedProbability();

                // Note: may be 0 for some animations
                timerAttack = minMaxAttackDuration[attackType][0] + 
                    (minMaxAttackDuration[attackType][1] - minMaxAttackDuration[attackType][0]) * strength;

                //say a provoking combat phrase
                if (actor.getClass().isNpc())
                {
                    const MWWorld::ESMStore &store = world->getStore();
                    int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt();
                    if (OEngine::Misc::Rng::roll0to99() < chance)
                    {
                        MWBase::Environment::get().getDialogueManager()->say(actor, "attack");
                    }
                }
            }
        }


        /*
         * Some notes on meanings of variables:
         *
         * rangeAttack:
         *
         *  - Distance where attack using the actor's weapon is possible:
         *    longer for ranged weapons (obviously?) vs. melee weapons
         *  - Determined by weapon's reach parameter; hardcoded value
         *    for ranged weapon and for creatures
         *  - Once within this distance mFollowTarget is triggered
         *
         * rangeFollow:
         *
         *  - Applies to melee weapons or hand to hand only (or creatures without
         *    weapons)
         *  - Distance a little further away than the actor's weapon reach
         *    i.e. rangeFollow > rangeAttack for melee weapons
         *  - Hardcoded value (0 for ranged weapons)
         *  - Once the target gets beyond this distance mFollowTarget is cleared
         *    and a path to the target needs to be found
         *
         * mFollowTarget:
         *
         *  - Once triggered, the actor follows the target with LOS shortcut
         *    (the shortcut really only applies to cells where pathgrids are
         *    available, since the default path without pathgrids is direct to
         *    target even if LOS is not achieved)
         */

        ESM::Position pos = actor.getRefData().getPosition();
        Ogre::Vector3 vActorPos(pos.pos);
        Ogre::Vector3 vTargetPos(target.getRefData().getPosition().pos);
        Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos;
        float distToTarget = vDirToTarget.length();
        
        Ogre::Vector3& lastActorPos = storage.mLastActorPos;
        bool& followTarget = storage.mFollowTarget;

        bool isStuck = false;
        float speed = 0.0f;
        if(movement.mPosition[1] && (lastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * tReaction / 2)
            isStuck = true;

        lastActorPos = vActorPos;

        // check if actor can move along z-axis
        bool canMoveByZ = (actorClass.canSwim(actor) && world->isSwimming(actor))
            || world->isFlying(actor);

        // for distant combat we should know if target is in LOS even if distToTarget < rangeAttack 
        bool inLOS = distantCombat ? world->getLOS(actor, target) : true;

        // can't fight if attacker can't go where target is.  E.g. A fish can't attack person on land.
        if (distToTarget >= rangeAttack
                && !actorClass.isNpc() && !MWMechanics::isEnvironmentCompatible(actor, target))
        {
            // TODO: start fleeing?
            movement.mPosition[0] = 0;
            movement.mPosition[1] = 0;
            movement.mPosition[2] = 0;
            readyToAttack = false;
            actorClass.getCreatureStats(actor).setAttackingOrSpell(false);
            return false;
        }

        // (within attack dist) || (not quite attack dist while following)
        if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && followTarget && !isStuck)))
        {
            //Melee and Close-up combat
            
            // getXAngleToDir determines vertical angle to target:
            // if actor can move along z-axis it will control movement dir
            // if can't - it will control correct aiming.
            // note: in getZAngleToDir if we preserve dir.z then horizontal angle can be inaccurate
            if (distantCombat)
            {
                Ogre::Vector3& lastTargetPos = storage.mLastTargetPos;
                Ogre::Vector3 vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, tReaction, weaptype, strength);
                lastTargetPos = vTargetPos;
                movement.mRotation[0] = getXAngleToDir(vAimDir);
                movement.mRotation[2] = getZAngleToDir(vAimDir);
            }
            else
            {
                movement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
                movement.mRotation[2] = getZAngleToDir(vDirToTarget);
            }

            // (not quite attack dist while following)
            if (followTarget && distToTarget > rangeAttack)
            {
                //Close-up combat: just run up on target
                movement.mPosition[1] = 1;
            }
            else // (within attack dist)
            {
                if(movement.mPosition[0] || movement.mPosition[1])
                {
                    timerCombatMove = 0.1f + 0.1f * OEngine::Misc::Rng::rollClosedProbability();
                    combatMove = true;
                }
                // only NPCs are smart enough to use dodge movements
                else if(actorClass.isNpc() && (!distantCombat || (distantCombat && distToTarget < rangeAttack/2)))
                {
                    //apply sideway movement (kind of dodging) with some probability
                    if (OEngine::Misc::Rng::rollClosedProbability() < 0.25)
                    {
                        movement.mPosition[0] = OEngine::Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f;
                        timerCombatMove = 0.05f + 0.15f * OEngine::Misc::Rng::rollClosedProbability();
                        combatMove = true;
                    }
                }

                if(distantCombat && distToTarget < rangeAttack/4)
                {
                    movement.mPosition[1] = -1;
                }

                readyToAttack = true;
                //only once got in melee combat, actor is allowed to use close-up shortcutting
                followTarget = true;
            }
        }
        else // remote pathfinding
        {
            bool preferShortcut = false;
            if (!distantCombat) inLOS = world->getLOS(actor, target);

            // check if shortcut is available
            bool& forceNoShortcut = storage.mForceNoShortcut;
            ESM::Position& shortcutFailPos = storage.mShortcutFailPos;
            
            if(inLOS && (!isStuck || readyToAttack)
                && (!forceNoShortcut || (Ogre::Vector3(shortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST))
            {
                if(speed == 0.0f) speed = actorClass.getSpeed(actor);
                // maximum dist before pit/obstacle for actor to avoid them depending on his speed
                float maxAvoidDist = tReaction * speed + speed / MAX_VEL_ANGULAR.valueRadians() * 2; // *2 - for reliability
				preferShortcut = checkWayIsClear(vActorPos, vTargetPos, Ogre::Vector3(vDirToTarget.x, vDirToTarget.y, 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
            }

            // don't use pathgrid when actor can move in 3 dimensions
            if(canMoveByZ) preferShortcut = true;

            if(preferShortcut)
            {
                if (canMoveByZ)
                    movement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
                movement.mRotation[2] = getZAngleToDir(vDirToTarget);
                forceNoShortcut = false;
                shortcutFailPos.pos[0] = shortcutFailPos.pos[1] = shortcutFailPos.pos[2] = 0;
                mPathFinder.clearPath();
            }
            else // if shortcut failed stick to path grid
            {
                if(!isStuck && shortcutFailPos.pos[0] == 0.0f && shortcutFailPos.pos[1] == 0.0f && shortcutFailPos.pos[2] == 0.0f)
                {
                    forceNoShortcut = true;
                    shortcutFailPos = pos;
                }

                followTarget = false;

                buildNewPath(actor, target); //may fail to build a path, check before use

                //delete visited path node
                mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1]);

                // This works on the borders between the path grid and areas with no waypoints.
                if(inLOS && mPathFinder.getPath().size() > 1)
                {
                    // get point just before target
                    std::list<ESM::Pathgrid::Point>::const_iterator pntIter = --mPathFinder.getPath().end();
                    --pntIter;
                    Ogre::Vector3 vBeforeTarget(PathFinder::MakeOgreVector3(*pntIter));

                    // if current actor pos is closer to target then last point of path (excluding target itself) then go straight on target
                    if(distToTarget <= (vTargetPos - vBeforeTarget).length())
                    {
                        movement.mRotation[2] = getZAngleToDir(vDirToTarget);
                        preferShortcut = true;
                    }
                }

                // if there is no new path, then go straight on target
                if(!preferShortcut)
                {
                    if(!mPathFinder.getPath().empty())
                        movement.mRotation[2] = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
                    else
                        movement.mRotation[2] = getZAngleToDir(vDirToTarget);
                }
            }

            movement.mPosition[1] = 1;
            if (readyToAttack)
            {
                // to stop possible sideway moving after target moved out of attack range
                combatMove = true;
                timerCombatMove = 0;
            }
            readyToAttack = false;
        }

        if(!isStuck && distToTarget > rangeAttack && !distantCombat)
        {
            //special run attack; it shouldn't affect melee combat tactics
            if(actorClass.getMovementSettings(actor).mPosition[1] == 1)
            {
                /*  check if actor can overcome the distance = distToTarget - attackerWeapRange
                    less than in time of swinging with weapon (t_swing), then start attacking 
                */
                float speed1 = actorClass.getSpeed(actor);
                float speed2 = target.getClass().getSpeed(target);
                if(target.getClass().getMovementSettings(target).mPosition[0] == 0
                        && target.getClass().getMovementSettings(target).mPosition[1] == 0)
                    speed2 = 0;

                float s1 = distToTarget - weapRange;
                float t = s1/speed1;
                float s2 = speed2 * t;
                float t_swing = 
                    minMaxAttackDuration[ESM::Weapon::AT_Thrust][0] + 
                    (minMaxAttackDuration[ESM::Weapon::AT_Thrust][1] - minMaxAttackDuration[ESM::Weapon::AT_Thrust][0]) * OEngine::Misc::Rng::rollClosedProbability();

                if (t + s2/speed1 <= t_swing)
                {
                    readyToAttack = true;
                    if(timerAttack <= -attacksPeriod)
                    {
                        timerAttack = t_swing;
                        attack = true;
                    }
                }
            }
        }

        // NOTE: This section gets updated every tReaction, which is currently hard
        //       coded at 250ms or 1/4 second
        //
        // TODO: Add a parameter to vary DURATION_SAME_SPOT?
        if((distToTarget > rangeAttack || followTarget) &&
            mObstacleCheck.check(actor, tReaction)) // check if evasive action needed
        {
            // probably walking into another NPC TODO: untested in combat situation
            // TODO: diagonal should have same animation as walk forward
            //       but doesn't seem to do that?
            actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
            actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f;
            // change the angle a bit, too
            if(mPathFinder.isPathConstructed())
                zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));

            if(followTarget)
                followTarget = false;
            // FIXME: can fool actors to stay behind doors, etc.
            // Related to Bug#1102 and to some degree #1155 as well
        }

        return false;
    }