diff --git a/apps/openmw/mwmechanics/aicombat.cpp b/apps/openmw/mwmechanics/aicombat.cpp index 68bcae695..6727be51b 100644 --- a/apps/openmw/mwmechanics/aicombat.cpp +++ b/apps/openmw/mwmechanics/aicombat.cpp @@ -362,9 +362,9 @@ namespace MWMechanics } } - // Original engine behavior seems to be to back up during ranged combat - // according to fCombatDistance or opponent's weapon range, unless opponent - // is also using a ranged weapon + // Below behavior for backing up during ranged combat differs from vanilla. + // Vanilla is observed as backing up only as far as fCombatDistance or + // opponent's weapon range, or not backing up if opponent is also using a ranged weapon if (isDistantCombat && distToTarget < rangeAttack / 4) { mMovement.mPosition[1] = -1; @@ -468,6 +468,8 @@ std::string chooseBestAttack(const ESM::Weapon* weapon) else attackType = "chop"; } + else + MWMechanics::CharacterController::setAttackTypeRandomly(attackType); return attackType; } diff --git a/apps/openmw/mwmechanics/character.cpp b/apps/openmw/mwmechanics/character.cpp index d993b1301..4b197d273 100644 --- a/apps/openmw/mwmechanics/character.cpp +++ b/apps/openmw/mwmechanics/character.cpp @@ -1312,9 +1312,9 @@ bool CharacterController::updateWeaponState() mAttackType = "shoot"; else { - if (isWeapon) + if(mPtr == getPlayer()) { - if(mPtr == getPlayer()) + if (isWeapon) { if (Settings::Manager::getBool("best attack", "Game")) { @@ -1324,10 +1324,10 @@ bool CharacterController::updateWeaponState() else setAttackTypeBasedOnMovement(); } - // else if (mPtr != getPlayer()) use mAttackType already set by AiCombat + else + setAttackTypeRandomly(mAttackType); } - else - setAttackTypeRandomly(); + // else if (mPtr != getPlayer()) use mAttackType set by AiCombat } mAnimation->play(mCurrentWeapon, priorityWeapon, @@ -2188,17 +2188,6 @@ void CharacterController::updateMagicEffects() mAnimation->setLightEffect(light); } -void CharacterController::setAttackTypeRandomly() -{ - float random = Misc::Rng::rollProbability(); - if (random >= 2/3.f) - mAttackType = "thrust"; - else if (random >= 1/3.f) - mAttackType = "slash"; - else - mAttackType = "chop"; -} - void CharacterController::setAttackTypeBasedOnMovement() { float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition; @@ -2240,6 +2229,17 @@ void CharacterController::setAIAttackType(std::string attackType) mAttackType = attackType; } +void CharacterController::setAttackTypeRandomly(std::string& attackType) +{ + float random = Misc::Rng::rollProbability(); + if (random >= 2/3.f) + attackType = "thrust"; + else if (random >= 1/3.f) + attackType = "slash"; + else + attackType = "chop"; +} + bool CharacterController::readyToPrepareAttack() const { return (mHitState == CharState_None || mHitState == CharState_Block) diff --git a/apps/openmw/mwmechanics/character.hpp b/apps/openmw/mwmechanics/character.hpp index deaf63539..3a84f0f78 100644 --- a/apps/openmw/mwmechanics/character.hpp +++ b/apps/openmw/mwmechanics/character.hpp @@ -198,7 +198,6 @@ class CharacterController : public MWRender::Animation::TextKeyListener bool mAttackingOrSpell; void setAttackTypeBasedOnMovement(); - void setAttackTypeRandomly(); void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false); void refreshHitRecoilAnims(); @@ -270,6 +269,7 @@ public: void setAttackingOrSpell(bool attackingOrSpell); void setAIAttackType(std::string attackType); // set and used by AiCombat + static void setAttackTypeRandomly(std::string& attackType); bool readyToPrepareAttack() const; bool readyToStartAttack() const;