forked from teamnwah/openmw-tes3coop
Merge pull request #1544 from rexelion/archerrangefix
use fProjectileMaxSpeed for ranged weapons distance (fixes #4192)
This commit is contained in:
commit
a7fd27f413
2 changed files with 25 additions and 28 deletions
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@ -490,6 +490,22 @@ namespace MWMechanics
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void AiCombatStorage::startCombatMove(bool isDistantCombat, float distToTarget, float rangeAttack, const MWWorld::Ptr& actor, const MWWorld::Ptr& target)
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void AiCombatStorage::startCombatMove(bool isDistantCombat, float distToTarget, float rangeAttack, const MWWorld::Ptr& actor, const MWWorld::Ptr& target)
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{
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{
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// get the range of the target's weapon
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MWWorld::Ptr targetWeapon = MWWorld::Ptr();
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const MWWorld::Class& targetClass = target.getClass();
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if (targetClass.hasInventoryStore(target))
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{
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MWMechanics::WeaponType weapType = WeapType_None;
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MWWorld::ContainerStoreIterator weaponSlot =
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MWMechanics::getActiveWeapon(targetClass.getCreatureStats(target), targetClass.getInventoryStore(target), &weapType);
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if (weapType != WeapType_PickProbe && weapType != WeapType_Spell && weapType != WeapType_None && weapType != WeapType_HandToHand)
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targetWeapon = *weaponSlot;
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}
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bool targetUsesRanged = false;
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float rangeAttackOfTarget = ActionWeapon(targetWeapon).getCombatRange(targetUsesRanged);
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if (mMovement.mPosition[0] || mMovement.mPosition[1])
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if (mMovement.mPosition[0] || mMovement.mPosition[1])
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{
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{
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mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
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mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
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@ -498,28 +514,6 @@ namespace MWMechanics
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// dodge movements (for NPCs and bipedal creatures)
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// dodge movements (for NPCs and bipedal creatures)
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else if (actor.getClass().isBipedal(actor))
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else if (actor.getClass().isBipedal(actor))
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{
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{
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// get the range of the target's weapon
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float rangeAttackOfTarget = 0.f;
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MWWorld::Ptr targetWeapon = MWWorld::Ptr();
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const MWWorld::Class& targetClass = target.getClass();
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if (targetClass.hasInventoryStore(target))
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{
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MWMechanics::WeaponType weapType = WeapType_None;
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MWWorld::ContainerStoreIterator weaponSlot =
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MWMechanics::getActiveWeapon(targetClass.getCreatureStats(target), targetClass.getInventoryStore(target), &weapType);
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if (weapType != WeapType_PickProbe && weapType != WeapType_Spell && weapType != WeapType_None && weapType != WeapType_HandToHand)
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targetWeapon = *weaponSlot;
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}
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std::shared_ptr<Action> targetWeaponAction (new ActionWeapon(targetWeapon));
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if (targetWeaponAction.get())
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{
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bool isRangedCombat = false;
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rangeAttackOfTarget = targetWeaponAction->getCombatRange(isRangedCombat);
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}
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// apply sideway movement (kind of dodging) with some probability
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// apply sideway movement (kind of dodging) with some probability
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// if actor is within range of target's weapon
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// if actor is within range of target's weapon
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if (distToTarget <= rangeAttackOfTarget && Misc::Rng::rollClosedProbability() < 0.25)
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if (distToTarget <= rangeAttackOfTarget && Misc::Rng::rollClosedProbability() < 0.25)
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@ -530,16 +524,18 @@ namespace MWMechanics
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}
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}
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}
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}
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// Below behavior for backing up during ranged combat differs from vanilla.
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// Backing up behaviour
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// Vanilla is observed as backing up only as far as fCombatDistance or
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// Actor backs up slightly further away than opponent's weapon range
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// opponent's weapon range, or not backing up if opponent is also using a ranged weapon
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// (in vanilla - only as far as oponent's weapon range),
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if (isDistantCombat && distToTarget < rangeAttack / 4)
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// or not at all if opponent is using a ranged weapon
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if (isDistantCombat)
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{
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{
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// actor should not back up into water
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// actor should not back up into water
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if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.5f))
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if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.5f))
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return;
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return;
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mMovement.mPosition[1] = -1;
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if (!targetUsesRanged && distToTarget <= rangeAttackOfTarget*1.5) // Don't back up if the target is wielding ranged weapon
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mMovement.mPosition[1] = -1;
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}
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}
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}
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}
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@ -115,6 +115,7 @@ namespace MWMechanics
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isRanged = false;
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isRanged = false;
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static const float fCombatDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
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static const float fCombatDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
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static const float fProjectileMaxSpeed = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fProjectileMaxSpeed")->getFloat();
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if (mWeapon.isEmpty())
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if (mWeapon.isEmpty())
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{
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{
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@ -128,7 +129,7 @@ namespace MWMechanics
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if (weapon->mData.mType >= ESM::Weapon::MarksmanBow)
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if (weapon->mData.mType >= ESM::Weapon::MarksmanBow)
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{
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{
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isRanged = true;
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isRanged = true;
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return 1000.f;
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return fProjectileMaxSpeed;
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}
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}
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else
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else
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return weapon->mData.mReach * fCombatDistance;
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return weapon->mData.mReach * fCombatDistance;
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