forked from teamnwah/openmw-tes3coop
Merge remote-tracking branch 'scrawl/aicombat'
This commit is contained in:
commit
432384d280
4 changed files with 47 additions and 176 deletions
|
@ -31,8 +31,6 @@ namespace
|
||||||
//chooses an attack depending on probability to avoid uniformity
|
//chooses an attack depending on probability to avoid uniformity
|
||||||
ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement);
|
ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement);
|
||||||
|
|
||||||
void getMinMaxAttackDuration(const MWWorld::Ptr& actor, float (*fMinMaxDurations)[2]);
|
|
||||||
|
|
||||||
osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos,
|
osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos,
|
||||||
float duration, int weapType, float strength);
|
float duration, int weapType, float strength);
|
||||||
|
|
||||||
|
@ -83,7 +81,7 @@ namespace MWMechanics
|
||||||
/// \brief This class holds the variables AiCombat needs which are deleted if the package becomes inactive.
|
/// \brief This class holds the variables AiCombat needs which are deleted if the package becomes inactive.
|
||||||
struct AiCombatStorage : AiTemporaryBase
|
struct AiCombatStorage : AiTemporaryBase
|
||||||
{
|
{
|
||||||
float mTimerAttack;
|
float mAttackCooldown;
|
||||||
float mTimerReact;
|
float mTimerReact;
|
||||||
float mTimerCombatMove;
|
float mTimerCombatMove;
|
||||||
bool mReadyToAttack;
|
bool mReadyToAttack;
|
||||||
|
@ -95,15 +93,13 @@ namespace MWMechanics
|
||||||
boost::shared_ptr<Action> mCurrentAction;
|
boost::shared_ptr<Action> mCurrentAction;
|
||||||
float mActionCooldown;
|
float mActionCooldown;
|
||||||
float mStrength;
|
float mStrength;
|
||||||
float mMinMaxAttackDuration[3][2];
|
|
||||||
bool mMinMaxAttackDurationInitialised;
|
|
||||||
bool mForceNoShortcut;
|
bool mForceNoShortcut;
|
||||||
ESM::Position mShortcutFailPos;
|
ESM::Position mShortcutFailPos;
|
||||||
osg::Vec3f mLastActorPos;
|
osg::Vec3f mLastActorPos;
|
||||||
MWMechanics::Movement mMovement;
|
MWMechanics::Movement mMovement;
|
||||||
|
|
||||||
AiCombatStorage():
|
AiCombatStorage():
|
||||||
mTimerAttack(0),
|
mAttackCooldown(0),
|
||||||
mTimerReact(0),
|
mTimerReact(0),
|
||||||
mTimerCombatMove(0),
|
mTimerCombatMove(0),
|
||||||
mReadyToAttack(false),
|
mReadyToAttack(false),
|
||||||
|
@ -115,7 +111,6 @@ namespace MWMechanics
|
||||||
mCurrentAction(),
|
mCurrentAction(),
|
||||||
mActionCooldown(0),
|
mActionCooldown(0),
|
||||||
mStrength(),
|
mStrength(),
|
||||||
mMinMaxAttackDurationInitialised(false),
|
|
||||||
mForceNoShortcut(false),
|
mForceNoShortcut(false),
|
||||||
mLastActorPos(0,0,0),
|
mLastActorPos(0,0,0),
|
||||||
mMovement(){}
|
mMovement(){}
|
||||||
|
@ -234,40 +229,11 @@ namespace MWMechanics
|
||||||
if(smoothTurn(actor, osg::DegreesToRadians(movement.mRotation[0]), 0)) movement.mRotation[0] = 0;
|
if(smoothTurn(actor, osg::DegreesToRadians(movement.mRotation[0]), 0)) movement.mRotation[0] = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
float attacksPeriod = 1.0f;
|
|
||||||
|
|
||||||
ESM::Weapon::AttackType attackType;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
bool& attack = storage.mAttack;
|
bool& attack = storage.mAttack;
|
||||||
bool& readyToAttack = storage.mReadyToAttack;
|
bool& readyToAttack = storage.mReadyToAttack;
|
||||||
float& timerAttack = storage.mTimerAttack;
|
|
||||||
|
|
||||||
bool& minMaxAttackDurationInitialised = storage.mMinMaxAttackDurationInitialised;
|
if (attack && (characterController.getAttackStrength() >= storage.mStrength || characterController.readyToPrepareAttack()))
|
||||||
float (&minMaxAttackDuration)[3][2] = storage.mMinMaxAttackDuration;
|
|
||||||
|
|
||||||
if(readyToAttack)
|
|
||||||
{
|
|
||||||
|
|
||||||
if (!minMaxAttackDurationInitialised)
|
|
||||||
{
|
|
||||||
// TODO: this must be updated when a different weapon is equipped
|
|
||||||
// TODO: it would be much easier to ask the CharacterController about the current % completion of the weapon wind-up animation
|
|
||||||
getMinMaxAttackDuration(actor, minMaxAttackDuration);
|
|
||||||
minMaxAttackDurationInitialised = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (timerAttack < 0) attack = false;
|
|
||||||
|
|
||||||
timerAttack -= duration;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
timerAttack = -attacksPeriod;
|
|
||||||
attack = false;
|
attack = false;
|
||||||
}
|
|
||||||
|
|
||||||
characterController.setAttackingOrSpell(attack);
|
characterController.setAttackingOrSpell(attack);
|
||||||
|
|
||||||
|
@ -300,10 +266,6 @@ namespace MWMechanics
|
||||||
currentCell = actor.getCell();
|
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);
|
actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
|
||||||
|
|
||||||
if (actionCooldown > 0)
|
if (actionCooldown > 0)
|
||||||
|
@ -312,11 +274,7 @@ namespace MWMechanics
|
||||||
float rangeAttack = 0;
|
float rangeAttack = 0;
|
||||||
float rangeFollow = 0;
|
float rangeFollow = 0;
|
||||||
boost::shared_ptr<Action>& currentAction = storage.mCurrentAction;
|
boost::shared_ptr<Action>& currentAction = storage.mCurrentAction;
|
||||||
// TODO: upperBodyReady() works fine for checking if we can start an attack,
|
if (characterController.readyToPrepareAttack())
|
||||||
// but doesn't work properly for checking if the attack is finished (as things like hit recovery or knockdown also play on the upper body)
|
|
||||||
// Only a minor problem, but can mess with the actionCooldown timer.
|
|
||||||
// To fix this the AI needs to be brought closer to the CharacterController, so we can simply check if a weapon animation is playing.
|
|
||||||
if (anim->upperBodyReady())
|
|
||||||
{
|
{
|
||||||
currentAction = prepareNextAction(actor, target);
|
currentAction = prepareNextAction(actor, target);
|
||||||
actionCooldown = currentAction->getActionCooldown();
|
actionCooldown = currentAction->getActionCooldown();
|
||||||
|
@ -333,9 +291,6 @@ namespace MWMechanics
|
||||||
// Get weapon characteristics
|
// Get weapon characteristics
|
||||||
if (actorClass.hasInventoryStore(actor))
|
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
|
//Get weapon speed and range
|
||||||
MWWorld::ContainerStoreIterator weaponSlot =
|
MWWorld::ContainerStoreIterator weaponSlot =
|
||||||
MWMechanics::getActiveWeapon(actorClass.getCreatureStats(actor), actorClass.getInventoryStore(actor), &weaptype);
|
MWMechanics::getActiveWeapon(actorClass.getCreatureStats(actor), actorClass.getInventoryStore(actor), &weaptype);
|
||||||
|
@ -385,32 +340,36 @@ namespace MWMechanics
|
||||||
|
|
||||||
float& strength = storage.mStrength;
|
float& strength = storage.mStrength;
|
||||||
// start new attack
|
// start new attack
|
||||||
if(readyToAttack)
|
if(readyToAttack && characterController.readyToStartAttack())
|
||||||
{
|
{
|
||||||
if(timerAttack <= -attacksPeriod)
|
if (storage.mAttackCooldown <= 0)
|
||||||
{
|
{
|
||||||
attack = true; // attack starts just now
|
attack = true; // attack starts just now
|
||||||
|
characterController.setAttackingOrSpell(attack);
|
||||||
|
|
||||||
if (!distantCombat) attackType = chooseBestAttack(weapon, movement);
|
if (!distantCombat)
|
||||||
else attackType = ESM::Weapon::AT_Chop; // cause it's =0
|
chooseBestAttack(weapon, movement);
|
||||||
|
|
||||||
strength = Misc::Rng::rollClosedProbability();
|
strength = Misc::Rng::rollClosedProbability();
|
||||||
|
|
||||||
// Note: may be 0 for some animations
|
const MWWorld::ESMStore &store = world->getStore();
|
||||||
timerAttack = minMaxAttackDuration[attackType][0] +
|
|
||||||
(minMaxAttackDuration[attackType][1] - minMaxAttackDuration[attackType][0]) * strength;
|
|
||||||
|
|
||||||
//say a provoking combat phrase
|
//say a provoking combat phrase
|
||||||
if (actor.getClass().isNpc())
|
if (actor.getClass().isNpc())
|
||||||
{
|
{
|
||||||
const MWWorld::ESMStore &store = world->getStore();
|
|
||||||
int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt();
|
int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt();
|
||||||
if (Misc::Rng::roll0to99() < chance)
|
if (Misc::Rng::roll0to99() < chance)
|
||||||
{
|
{
|
||||||
MWBase::Environment::get().getDialogueManager()->say(actor, "attack");
|
MWBase::Environment::get().getDialogueManager()->say(actor, "attack");
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
float baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayCreature")->getFloat();
|
||||||
|
if (actor.getClass().isNpc())
|
||||||
|
baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayNPC")->getFloat();
|
||||||
|
storage.mAttackCooldown = std::min(baseDelay + 0.01 * Misc::Rng::roll0to99(), baseDelay + 0.9);
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
storage.mAttackCooldown -= tReaction;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -618,57 +577,6 @@ namespace MWMechanics
|
||||||
readyToAttack = false;
|
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]) * Misc::Rng::rollClosedProbability();
|
|
||||||
|
|
||||||
if (t + s2/speed1 <= t_swing)
|
|
||||||
{
|
|
||||||
readyToAttack = true;
|
|
||||||
if(timerAttack <= -attacksPeriod)
|
|
||||||
{
|
|
||||||
timerAttack = t_swing;
|
|
||||||
attack = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// 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, osg::DegreesToRadians(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;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -794,70 +702,6 @@ ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics:
|
||||||
return attackType;
|
return attackType;
|
||||||
}
|
}
|
||||||
|
|
||||||
void getMinMaxAttackDuration(const MWWorld::Ptr& actor, float (*fMinMaxDurations)[2])
|
|
||||||
{
|
|
||||||
if (!actor.getClass().hasInventoryStore(actor)) // creatures
|
|
||||||
{
|
|
||||||
fMinMaxDurations[0][0] = fMinMaxDurations[0][1] = 0.1f;
|
|
||||||
fMinMaxDurations[1][0] = fMinMaxDurations[1][1] = 0.1f;
|
|
||||||
fMinMaxDurations[2][0] = fMinMaxDurations[2][1] = 0.1f;
|
|
||||||
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
// get weapon information: type and speed
|
|
||||||
const ESM::Weapon *weapon = NULL;
|
|
||||||
MWMechanics::WeaponType weaptype = MWMechanics::WeapType_None;
|
|
||||||
|
|
||||||
MWWorld::ContainerStoreIterator weaponSlot =
|
|
||||||
MWMechanics::getActiveWeapon(actor.getClass().getCreatureStats(actor), actor.getClass().getInventoryStore(actor), &weaptype);
|
|
||||||
|
|
||||||
float weapSpeed;
|
|
||||||
if (weaptype != MWMechanics::WeapType_HandToHand
|
|
||||||
&& weaptype != MWMechanics::WeapType_Spell
|
|
||||||
&& weaptype != MWMechanics::WeapType_None)
|
|
||||||
{
|
|
||||||
weapon = weaponSlot->get<ESM::Weapon>()->mBase;
|
|
||||||
weapSpeed = weapon->mData.mSpeed;
|
|
||||||
}
|
|
||||||
else weapSpeed = 1.0f;
|
|
||||||
|
|
||||||
MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(actor);
|
|
||||||
|
|
||||||
std::string weapGroup;
|
|
||||||
MWMechanics::getWeaponGroup(weaptype, weapGroup);
|
|
||||||
weapGroup = weapGroup + ": ";
|
|
||||||
|
|
||||||
bool bRangedWeap = (weaptype >= MWMechanics::WeapType_BowAndArrow && weaptype <= MWMechanics::WeapType_Thrown);
|
|
||||||
|
|
||||||
const char *attackType[] = {"chop ", "slash ", "thrust ", "shoot "};
|
|
||||||
|
|
||||||
std::string textKey = "start";
|
|
||||||
std::string textKey2;
|
|
||||||
|
|
||||||
// get durations for each attack type
|
|
||||||
for (int i = 0; i < (bRangedWeap ? 1 : 3); i++)
|
|
||||||
{
|
|
||||||
float start1 = anim->getTextKeyTime(weapGroup + (bRangedWeap ? attackType[3] : attackType[i]) + textKey);
|
|
||||||
|
|
||||||
if (start1 < 0)
|
|
||||||
{
|
|
||||||
fMinMaxDurations[i][0] = fMinMaxDurations[i][1] = 0.1f;
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
textKey2 = "min attack";
|
|
||||||
float start2 = anim->getTextKeyTime(weapGroup + (bRangedWeap ? attackType[3] : attackType[i]) + textKey2);
|
|
||||||
|
|
||||||
fMinMaxDurations[i][0] = (start2 - start1) / weapSpeed;
|
|
||||||
|
|
||||||
textKey2 = "max attack";
|
|
||||||
start1 = anim->getTextKeyTime(weapGroup + (bRangedWeap ? attackType[3] : attackType[i]) + textKey2);
|
|
||||||
|
|
||||||
fMinMaxDurations[i][1] = fMinMaxDurations[i][0] + (start1 - start2) / weapSpeed;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos,
|
osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos,
|
||||||
float duration, int weapType, float strength)
|
float duration, int weapType, float strength)
|
||||||
{
|
{
|
||||||
|
|
|
@ -1259,6 +1259,8 @@ bool CharacterController::updateWeaponState()
|
||||||
}
|
}
|
||||||
|
|
||||||
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
|
animPlaying = mAnimation->getInfo(mCurrentWeapon, &complete);
|
||||||
|
if(mUpperBodyState == UpperCharState_MinAttackToMaxAttack && mHitState != CharState_KnockDown)
|
||||||
|
mAttackStrength = complete;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@ -1789,7 +1791,8 @@ void CharacterController::update(float duration)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if(cls.isBipedal(mPtr))
|
// bipedal means hand-to-hand could be used (which is handled in updateWeaponState). an existing InventoryStore means an actual weapon could be used.
|
||||||
|
if(cls.isBipedal(mPtr) || cls.hasInventoryStore(mPtr))
|
||||||
forcestateupdate = updateWeaponState() || forcestateupdate;
|
forcestateupdate = updateWeaponState() || forcestateupdate;
|
||||||
else
|
else
|
||||||
forcestateupdate = updateCreatureState() || forcestateupdate;
|
forcestateupdate = updateCreatureState() || forcestateupdate;
|
||||||
|
@ -2047,6 +2050,27 @@ void CharacterController::setAttackingOrSpell(bool attackingOrSpell)
|
||||||
mAttackingOrSpell = attackingOrSpell;
|
mAttackingOrSpell = attackingOrSpell;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool CharacterController::readyToPrepareAttack() const
|
||||||
|
{
|
||||||
|
return mHitState == CharState_None && mUpperBodyState <= UpperCharState_WeapEquiped;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool CharacterController::readyToStartAttack() const
|
||||||
|
{
|
||||||
|
if (mHitState != CharState_None)
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if (mPtr.getClass().hasInventoryStore(mPtr) || mPtr.getClass().isBipedal(mPtr))
|
||||||
|
return mUpperBodyState == UpperCharState_WeapEquiped;
|
||||||
|
else
|
||||||
|
return mUpperBodyState == UpperCharState_Nothing;
|
||||||
|
}
|
||||||
|
|
||||||
|
float CharacterController::getAttackStrength() const
|
||||||
|
{
|
||||||
|
return mAttackStrength;
|
||||||
|
}
|
||||||
|
|
||||||
void CharacterController::setActive(bool active)
|
void CharacterController::setActive(bool active)
|
||||||
{
|
{
|
||||||
mAnimation->setActive(active);
|
mAnimation->setActive(active);
|
||||||
|
|
|
@ -240,6 +240,11 @@ public:
|
||||||
|
|
||||||
void setAttackingOrSpell(bool attackingOrSpell);
|
void setAttackingOrSpell(bool attackingOrSpell);
|
||||||
|
|
||||||
|
bool readyToPrepareAttack() const;
|
||||||
|
bool readyToStartAttack() const;
|
||||||
|
|
||||||
|
float getAttackStrength() const;
|
||||||
|
|
||||||
/// @see Animation::setActive
|
/// @see Animation::setActive
|
||||||
void setActive(bool active);
|
void setActive(bool active);
|
||||||
|
|
||||||
|
@ -247,7 +252,6 @@ public:
|
||||||
void setHeadTrackTarget(const MWWorld::Ptr& target);
|
void setHeadTrackTarget(const MWWorld::Ptr& target);
|
||||||
};
|
};
|
||||||
|
|
||||||
void getWeaponGroup(WeaponType weaptype, std::string &group);
|
|
||||||
MWWorld::ContainerStoreIterator getActiveWeapon(CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype);
|
MWWorld::ContainerStoreIterator getActiveWeapon(CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -850,7 +850,6 @@ void NpcAnimation::addControllers()
|
||||||
Animation::addControllers();
|
Animation::addControllers();
|
||||||
|
|
||||||
mFirstPersonNeckController = NULL;
|
mFirstPersonNeckController = NULL;
|
||||||
mHeadController = NULL;
|
|
||||||
WeaponAnimation::deleteControllers();
|
WeaponAnimation::deleteControllers();
|
||||||
|
|
||||||
if (mViewMode == VM_FirstPerson)
|
if (mViewMode == VM_FirstPerson)
|
||||||
|
|
Loading…
Reference in a new issue