forked from teamnwah/openmw-tes3coop
CombatMove logic moved into AiCombatStorage.
Basically, copied from mrcheko's 1d4be08f6e4c2dbd89cc0c3408a8231ee4497277
This commit is contained in:
parent
3046795a9c
commit
1676bf917e
1 changed files with 54 additions and 37 deletions
|
@ -110,6 +110,10 @@ namespace MWMechanics
|
|||
mForceNoShortcut(false),
|
||||
mLastActorPos(0,0,0),
|
||||
mMovement(){}
|
||||
|
||||
void startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack);
|
||||
void updateCombatMove(float duration);
|
||||
void stopCombatMove();
|
||||
};
|
||||
|
||||
AiCombat::AiCombat(const MWWorld::Ptr& actor) :
|
||||
|
@ -192,19 +196,8 @@ namespace MWMechanics
|
|||
|
||||
|
||||
//Update every frame
|
||||
bool& combatMove = storage.mCombatMove;
|
||||
float& timerCombatMove = storage.mTimerCombatMove;
|
||||
storage.updateCombatMove(duration);
|
||||
MWMechanics::Movement& movement = storage.mMovement;
|
||||
if(combatMove)
|
||||
{
|
||||
timerCombatMove -= duration;
|
||||
if( timerCombatMove <= 0)
|
||||
{
|
||||
timerCombatMove = 0;
|
||||
movement.mPosition[1] = movement.mPosition[0] = 0;
|
||||
combatMove = false;
|
||||
}
|
||||
}
|
||||
|
||||
UpdateActorsMovement(actor, movement);
|
||||
|
||||
|
@ -454,31 +447,12 @@ namespace MWMechanics
|
|||
if (followTarget && distToTarget > rangeAttack)
|
||||
{
|
||||
//Close-up combat: just run up on target
|
||||
storage.stopCombatMove();
|
||||
movement.mPosition[1] = 1;
|
||||
}
|
||||
else // (within attack dist)
|
||||
{
|
||||
if(movement.mPosition[0] || movement.mPosition[1])
|
||||
{
|
||||
storage.mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
|
||||
storage.mCombatMove = 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 (Misc::Rng::rollClosedProbability() < 0.25)
|
||||
{
|
||||
movement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f;
|
||||
storage.mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
|
||||
storage.mCombatMove = true;
|
||||
}
|
||||
}
|
||||
|
||||
if(distantCombat && distToTarget < rangeAttack/4)
|
||||
{
|
||||
movement.mPosition[1] = -1;
|
||||
}
|
||||
storage.startCombatMove(actorClass.isNpc(), distantCombat, distToTarget, rangeAttack);
|
||||
|
||||
readyToAttack = true;
|
||||
//only once got in melee combat, actor is allowed to use close-up shortcutting
|
||||
|
@ -551,14 +525,13 @@ namespace MWMechanics
|
|||
}
|
||||
}
|
||||
|
||||
movement.mPosition[1] = 1;
|
||||
if (readyToAttack)
|
||||
{
|
||||
// to stop possible sideway moving after target moved out of attack range
|
||||
storage.mCombatMove = true;
|
||||
storage.mTimerCombatMove = 0;
|
||||
storage.stopCombatMove();
|
||||
readyToAttack = false;
|
||||
}
|
||||
readyToAttack = false;
|
||||
movement.mPosition[1] = 1;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
@ -663,6 +636,50 @@ namespace MWMechanics
|
|||
package.mPackage = combat.release();
|
||||
sequence.mPackages.push_back(package);
|
||||
}
|
||||
|
||||
void AiCombatStorage::startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack)
|
||||
{
|
||||
if (mMovement.mPosition[0] || mMovement.mPosition[1])
|
||||
{
|
||||
mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
|
||||
mCombatMove = true;
|
||||
}
|
||||
// only NPCs are smart enough to use dodge movements
|
||||
else if (isNpc && (!isDistantCombat || (distToTarget < rangeAttack / 2)))
|
||||
{
|
||||
//apply sideway movement (kind of dodging) with some probability
|
||||
if (Misc::Rng::rollClosedProbability() < 0.25)
|
||||
{
|
||||
mMovement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f;
|
||||
mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
|
||||
mCombatMove = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (isDistantCombat && distToTarget < rangeAttack / 4)
|
||||
{
|
||||
mMovement.mPosition[1] = -1;
|
||||
}
|
||||
}
|
||||
|
||||
void AiCombatStorage::updateCombatMove(float duration)
|
||||
{
|
||||
if (mCombatMove)
|
||||
{
|
||||
mTimerCombatMove -= duration;
|
||||
if (mTimerCombatMove <= 0)
|
||||
{
|
||||
stopCombatMove();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AiCombatStorage::stopCombatMove()
|
||||
{
|
||||
mTimerCombatMove = 0;
|
||||
mMovement.mPosition[1] = mMovement.mPosition[0] = 0;
|
||||
mCombatMove = false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue