Spell priority: make AI do not cast target spells under water

0.6.1
Andrei Kortunov 8 years ago
parent 00402b7154
commit 3190f28710

@ -383,6 +383,7 @@ namespace MWBase
///Is the head of the creature underwater?
virtual bool isSubmerged(const MWWorld::ConstPtr &object) const = 0;
virtual bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const = 0;
virtual bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const = 0;
virtual bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const = 0;
virtual bool isOnGround(const MWWorld::Ptr &ptr) const = 0;

@ -545,6 +545,13 @@ namespace MWMechanics
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effect.mEffectID);
// Underwater casting not possible
if (effect.mRange == ESM::RT_Target)
{
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.75f))
return 0;
}
rating *= magicEffect->mData.mBaseCost;
if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)

@ -168,9 +168,6 @@ namespace MWWorld
float mDistanceToFacedObject;
bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const;
///< helper function for implementing isSwimming(), isSubmerged(), isWading()
bool mTeleportEnabled;
bool mLevitationEnabled;
bool mGoToJail;
@ -490,6 +487,7 @@ namespace MWWorld
virtual bool isSubmerged(const MWWorld::ConstPtr &object) const;
virtual bool isSwimming(const MWWorld::ConstPtr &object) const;
virtual bool isUnderwater(const MWWorld::CellStore* cell, const osg::Vec3f &pos) const;
virtual bool isUnderwater(const MWWorld::ConstPtr &object, const float heightRatio) const;
virtual bool isWading(const MWWorld::ConstPtr &object) const;
virtual bool isWaterWalkingCastableOnTarget(const MWWorld::ConstPtr &target) const;
virtual bool isOnGround(const MWWorld::Ptr &ptr) const;

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