forked from teamnwah/openmw-tes3coop
Feature 1154 & 73: NPCs react to crime
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8ce938c6f1
commit
4037f3705e
9 changed files with 140 additions and 62 deletions
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@ -1297,6 +1297,11 @@ namespace MWClass
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return ref->mBase->mNpdt12.mGold;
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}
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bool Npc::isClass(const MWWorld::Ptr& ptr, const std::string &className) const
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{
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return ptr.get<ESM::NPC>()->mBase->mClass == className;
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}
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const ESM::GameSetting *Npc::fMinWalkSpeed;
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const ESM::GameSetting *Npc::fMaxWalkSpeed;
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const ESM::GameSetting *Npc::fEncumberedMoveEffect;
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@ -168,6 +168,8 @@ namespace MWClass
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///< Write additional state from \a ptr into \a state.
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virtual int getBaseGold(const MWWorld::Ptr& ptr) const;
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virtual bool isClass(const MWWorld::Ptr& ptr, const std::string &className) const;
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};
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}
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@ -10,8 +10,9 @@
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#include "steering.hpp"
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#include "movement.hpp"
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MWMechanics::AiActivate::AiActivate(const std::string &objectId)
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: mObjectId(objectId)
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MWMechanics::AiActivate::AiActivate(const std::string &objectId, int arg)
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: mObjectId(objectId),
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mArg(arg)
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{
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}
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MWMechanics::AiActivate *MWMechanics::AiActivate::clone() const
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@ -25,6 +26,10 @@ bool MWMechanics::AiActivate::execute (const MWWorld::Ptr& actor,float duration)
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Movement &movement = actor.getClass().getMovementSettings(actor);
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const ESM::Cell *cell = actor.getCell()->getCell();
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// Make guard chase player
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//if (mArg == 1)
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// actor.getClass().getNpcStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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MWWorld::Ptr player = world->getPlayerPtr();
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if(cell->mData.mX != player.getCell()->getCell()->mData.mX)
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{
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@ -12,7 +12,7 @@ namespace MWMechanics
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class AiActivate : public AiPackage
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{
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public:
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AiActivate(const std::string &objectId);
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AiActivate(const std::string &objectId, int arg);
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virtual AiActivate *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor,float duration);
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///< \return Package completed?
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@ -20,6 +20,7 @@ namespace MWMechanics
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private:
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std::string mObjectId;
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int mArg;
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PathFinder mPathFinder;
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int mCellX;
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@ -161,7 +161,7 @@ void MWMechanics::AiSequence::fill(const ESM::AIPackageList &list)
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else if (it->mType == ESM::AI_Activate)
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{
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ESM::AIActivate data = it->mActivate;
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package = new MWMechanics::AiActivate(data.mName.toString());
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package = new MWMechanics::AiActivate(data.mName.toString(), 0);
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}
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else //if (it->mType == ESM::AI_Follow)
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{
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@ -12,6 +12,9 @@
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#include "../mwworld/class.hpp"
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#include "../mwworld/player.hpp"
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#include "aicombat.hpp"
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#include "aiactivate.hpp"
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#include <OgreSceneNode.h>
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#include "spellcasting.hpp"
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@ -801,42 +804,121 @@ namespace MWMechanics
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bool MechanicsManager::commitCrime(const MWWorld::Ptr &ptr, const MWWorld::Ptr &victim, OffenseType type, int arg)
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{
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if (ptr.getRefData().getHandle() != "player")
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// NOTE: int arg can be from itemTaken() so DON'T modify it, since it is
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// passed to reportCrime later on in this function.
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// Only player can commit crime and no victimless crimes
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if (ptr.getRefData().getHandle() != "player" || victim.isEmpty())
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return false;
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bool reported=false;
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for (Actors::PtrControllerMap::const_iterator it = mActors.begin(); it != mActors.end(); ++it)
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{
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if (it->first != ptr &&
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MWBase::Environment::get().getWorld()->getLOS(ptr, it->first) &&
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awarenessCheck(ptr, it->first))
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{
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// NPCs will always curse you when they notice you steal their items, even if they don't report the crime
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if (it->first == victim && type == OT_Theft)
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{
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MWBase::Environment::get().getDialogueManager()->say(victim, "Thief");
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}
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const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
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// Actor has witnessed a crime. Will he report it?
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// (not sure, is > 0 correct?)
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if (it->first.getClass().getCreatureStats(it->first).getAiSetting(CreatureStats::AI_Alarm).getModified() > 0)
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// What amount of alarm did this crime generate?
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int alarm;
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if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
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alarm = esmStore.get<ESM::GameSetting>().find("iAlarmTresspass")->getInt();
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else if (type == OT_Pickpocket)
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alarm = esmStore.get<ESM::GameSetting>().find("iAlarmPickPocket")->getInt();
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else if (type == OT_Assault)
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alarm = esmStore.get<ESM::GameSetting>().find("iAlarmAttack")->getInt();
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else if (type == OT_Murder)
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alarm = esmStore.get<ESM::GameSetting>().find("iAlarmKilling")->getInt();
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else if (type == OT_Theft)
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alarm = esmStore.get<ESM::GameSetting>().find("iAlarmStealing")->getInt();
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// Innocent until proven guilty
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bool reported = false;
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// Find all the NPC's close enough, ie. within fAlarmRadius of the player
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std::vector<MWWorld::Ptr> neighbors;
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mActors.getObjectsInRange(Ogre::Vector3(ptr.getRefData().getPosition().pos),
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esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getInt(), neighbors);
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// Did anyone see the crime?
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for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
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{
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if (*it == ptr) // Not the player
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continue;
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CreatureStats& creatureStats = MWWorld::Class::get(*it).getCreatureStats(*it);
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// Did the witness see the crime?
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if ( MWBase::Environment::get().getWorld()->getLOS(ptr, *it) && awarenessCheck(ptr, *it) )
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{
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// Say something!
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// TODO: Add more messages
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if (type == OT_Theft)
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MWBase::Environment::get().getDialogueManager()->say(*it, "Thief");
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// Will the witness report the crime?
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if (creatureStats.getAiSetting(CreatureStats::AI_Alarm).getBase() >= alarm)
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{
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// TODO: stats.setAlarmed(true) on NPCs within earshot
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// fAlarmRadius ?
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reported=true;
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break;
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creatureStats.setAlarmed(true);
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reported = true;
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reportCrime(ptr, victim, type, arg);
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// Is it a guard? Or will the witness fight?
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if (it->getClass().isClass(*it, "Guard"))
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{
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// TODO: Persue player, concider bounty?
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creatureStats.getAiSequence().stack(AiActivate(ptr.getClass().getId(ptr), 1));
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creatureStats.getAiSequence().execute(*it,0);
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}
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else if (creatureStats.getAiSetting(CreatureStats::AI_Alarm).getBase() >= alarm)
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{
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creatureStats.getAiSequence().stack(AiCombat(ptr));
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creatureStats.setHostile(true);
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creatureStats.getAiSequence().execute(*it,0);
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}
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else if (type == OT_Assault)
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{
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creatureStats.getAiSequence().stack(AiCombat(ptr));
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creatureStats.setHostile(true);
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creatureStats.getAiSequence().execute(*it,0);
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}
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// Tell everyone else
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for (std::vector<MWWorld::Ptr>::iterator it1 = neighbors.begin(); it1 != neighbors.end(); ++it1)
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{
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if (it == it1 || // Don't tell the witness or the player
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ptr == *it1)
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continue;
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// Is it a guard? Or will the witness fight?
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CreatureStats& creatureStats1 = MWWorld::Class::get(*it1).getCreatureStats(*it1);
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if (it1->getClass().isClass(*it1, "Guard"))
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{
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// TODO: Persue player, concider bounty?
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creatureStats1.getAiSequence().stack(AiActivate(ptr.getClass().getId(ptr), 1));
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creatureStats1.getAiSequence().execute(*it1,0);
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continue;
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}
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else if (creatureStats1.getAiSetting(CreatureStats::AI_Alarm).getBase() >= alarm)
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{
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creatureStats1.getAiSequence().stack(AiCombat(ptr));
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creatureStats1.setHostile(true);
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creatureStats1.getAiSequence().execute(*it1,0);
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}
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else if (type == OT_Assault)
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{
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creatureStats.getAiSequence().stack(AiCombat(ptr));
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creatureStats.setHostile(true);
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creatureStats.getAiSequence().execute(*it,0);
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}
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}
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break; // Someone saw the crime and everyone has been told
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}
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}
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}
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if (reported)
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reportCrime(ptr, victim, type, arg);
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return reported;
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}
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void MechanicsManager::reportCrime(const MWWorld::Ptr &ptr, const MWWorld::Ptr &victim, OffenseType type, int arg)
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{
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const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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// Bounty for each type of crime
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if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
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arg = store.find("iCrimeTresspass")->getInt();
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@ -849,32 +931,10 @@ namespace MWMechanics
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else if (type == OT_Theft)
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arg *= store.find("fCrimeStealing")->getFloat();
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// TODO: In some cases (type == Assault), if no NPCs are within earshot, the report will have no effect.
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// however other crime types seem to be always produce a bounty.
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MWBase::Environment::get().getWindowManager()->messageBox("#{sCrimeMessage}");
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ptr.getClass().getNpcStats(ptr).setBounty(ptr.getClass().getNpcStats(ptr).getBounty()
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+ arg);
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if (!victim.isEmpty())
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{
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int fight = 0;
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// Increase in fight rating for each type of crime
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if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
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fight = store.find("iFightTrespass")->getFloat();
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else if (type == OT_Pickpocket)
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fight = store.find("iFightPickpocket")->getInt();
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else if (type == OT_Assault)
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fight = store.find("iFightAttack")->getInt();
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else if (type == OT_Murder)
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fight = store.find("iFightKilling")->getInt();
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else if (type == OT_Theft)
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fight = store.find("fFightStealing")->getFloat();
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// Not sure if this should be permanent?
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fight = victim.getClass().getCreatureStats(victim).getAiSetting(CreatureStats::AI_Fight).getBase() + fight;
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victim.getClass().getCreatureStats(victim).setAiSetting(CreatureStats::AI_Fight, fight);
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}
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// If committing a crime against a faction member, expell from the faction
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if (!victim.isEmpty() && victim.getClass().isNpc())
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{
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@ -886,8 +946,6 @@ namespace MWMechanics
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ptr.getClass().getNpcStats(ptr).expell(factionID);
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}
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}
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// TODO: make any guards in the area try to arrest the player
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}
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bool MechanicsManager::awarenessCheck(const MWWorld::Ptr &ptr, const MWWorld::Ptr &observer)
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@ -47,7 +47,7 @@ namespace MWScript
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// discard additional arguments (reset), because we have no idea what they mean.
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for (unsigned int i=0; i<arg0; ++i) runtime.pop();
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MWMechanics::AiActivate activatePackage(objectID);
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MWMechanics::AiActivate activatePackage(objectID, 0);
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MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(activatePackage);
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std::cout << "AiActivate" << std::endl;
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}
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@ -401,4 +401,9 @@ namespace MWWorld
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{
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throw std::runtime_error("class does not support base gold");
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}
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bool Class::isClass(const MWWorld::Ptr& ptr, const std::string &className) const
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{
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return false;
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}
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}
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@ -334,6 +334,8 @@ namespace MWWorld
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static void registerClass (const std::string& key, boost::shared_ptr<Class> instance);
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virtual int getBaseGold(const MWWorld::Ptr& ptr) const;
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virtual bool isClass(const MWWorld::Ptr& ptr, const std::string &className) const;
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};
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}
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