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@ -1,7 +1,6 @@
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#include "aicombat.hpp"
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#include <OgreMath.h>
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#include <OgreVector3.h>
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#include <components/esm/aisequence.hpp>
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@ -15,6 +14,8 @@
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/dialoguemanager.hpp"
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#include "../mwrender/animation.hpp"
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#include "creaturestats.hpp"
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#include "steering.hpp"
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@ -31,7 +32,12 @@ namespace
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}
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//chooses an attack depending on probability to avoid uniformity
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void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement);
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ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement);
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void getMinMaxAttackDuration(const MWWorld::Ptr& actor, float (*fMinMaxDurations)[2]);
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Ogre::Vector3 AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const Ogre::Vector3& vLastTargetPos,
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float duration, int weapType, float strength);
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float getZAngleToDir(const Ogre::Vector3& dir, float dirLen = 0.0f)
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{
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@ -77,7 +83,6 @@ namespace
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namespace MWMechanics
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{
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static const float MAX_ATTACK_DURATION = 0.35f;
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static const float DOOR_CHECK_INTERVAL = 1.5f; // same as AiWander
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// NOTE: MIN_DIST_TO_DOOR_SQUARED is defined in obstacle.hpp
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@ -85,6 +90,8 @@ namespace MWMechanics
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mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId())
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{
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init();
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mLastTargetPos = Ogre::Vector3(actor.getRefData().getPosition().pos);
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}
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void AiCombat::init()
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@ -97,7 +104,9 @@ namespace MWMechanics
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mAttack = false;
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mCombatMove = false;
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mForceNoShortcut = false;
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mStrength = 0;
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mCell = NULL;
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mLastTargetPos = Ogre::Vector3(0,0,0);
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}
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/*
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@ -158,17 +167,20 @@ namespace MWMechanics
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return true;
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const MWWorld::Class& actorClass = actor.getClass();
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MWBase::World& world = *MWBase::Environment::get().getWorld();
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if ((!actorClass.isNpc() && target == world.getPlayerPtr() &&
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actorClass.canSwim(actor) && !actorClass.canWalk(actor) // pure water creature
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&& !world.isSwimming(target)) // Player moved out of water
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|| (!actorClass.canSwim(actor) && world.isSwimming(target))) // creature can't swim to Player
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MWBase::World* world = MWBase::Environment::get().getWorld();
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if (!actorClass.isNpc() &&
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// 1. pure water creature and Player moved out of water
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((target == world->getPlayerPtr() &&
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actorClass.canSwim(actor) && !actor.getClass().canWalk(actor) && !world->isSwimming(target))
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// 2. creature can't swim to target
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|| (!actorClass.canSwim(actor) && world->isSwimming(target))))
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{
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actorClass.getCreatureStats(actor).setHostile(false);
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if (target == world->getPlayerPtr())
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actorClass.getCreatureStats(actor).setHostile(false);
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actorClass.getCreatureStats(actor).setAttackingOrSpell(false);
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return true;
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}
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}
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//Update every frame
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if(mCombatMove)
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@ -182,9 +194,9 @@ namespace MWMechanics
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}
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}
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actor.getClass().getMovementSettings(actor) = mMovement;
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actor.getClass().getMovementSettings(actor).mRotation[0] = 0;
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actor.getClass().getMovementSettings(actor).mRotation[2] = 0;
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actorClass.getMovementSettings(actor) = mMovement;
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actorClass.getMovementSettings(actor).mRotation[0] = 0;
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actorClass.getMovementSettings(actor).mRotation[2] = 0;
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if(mMovement.mRotation[2] != 0)
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{
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@ -197,7 +209,28 @@ namespace MWMechanics
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}
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mTimerAttack -= duration;
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actor.getClass().getCreatureStats(actor).setAttackingOrSpell(mAttack);
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//TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f
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float attacksPeriod = 1.0f;
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ESM::Weapon::AttackType attackType;
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if(mReadyToAttack)
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{
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if (mMinMaxAttackDuration[0][0] == 0)
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{
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getMinMaxAttackDuration(actor, mMinMaxAttackDuration);
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}
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if (mTimerAttack <= 0) mAttack = false;
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}
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else
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{
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mTimerAttack = -attacksPeriod;
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mAttack = false;
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}
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actorClass.getCreatureStats(actor).setAttackingOrSpell(mAttack);
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float tReaction = 0.25f;
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if(mTimerReact < tReaction)
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@ -216,73 +249,37 @@ namespace MWMechanics
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mCell = actor.getCell();
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}
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//actual attacking logic
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//TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f
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float attacksPeriod = 1.0f;
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if(mReadyToAttack)
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{
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if(mTimerAttack <= -attacksPeriod)
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{
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//TODO: should depend on time between 'start' to 'min attack'
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//for better controlling of NPCs' attack strength.
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//Also it seems that this time is different for slash/thrust/chop
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mTimerAttack = MAX_ATTACK_DURATION * static_cast<float>(rand())/RAND_MAX;
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mAttack = true;
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//say a provoking combat phrase
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if (actor.getClass().isNpc())
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{
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt();
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int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99]
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if (roll < chance)
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{
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MWBase::Environment::get().getDialogueManager()->say(actor, "attack");
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}
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}
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}
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else if (mTimerAttack <= 0)
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mAttack = false;
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}
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else
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{
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mTimerAttack = -attacksPeriod;
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mAttack = false;
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}
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const MWWorld::Class &actorCls = actor.getClass();
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const ESM::Weapon *weapon = NULL;
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MWMechanics::WeaponType weaptype;
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float weapRange, weapSpeed = 1.0f;
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float weapRange;
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actorCls.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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// Get weapon characteristics
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if (actorCls.hasInventoryStore(actor))
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if (actorClass.hasInventoryStore(actor))
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{
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MWMechanics::DrawState_ state = actorCls.getCreatureStats(actor).getDrawState();
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MWMechanics::DrawState_ state = actorClass.getCreatureStats(actor).getDrawState();
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if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
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actorCls.getCreatureStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
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actorClass.getCreatureStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
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// TODO: Check equipped weapon and equip a different one if we can't attack with it
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// (e.g. no ammunition, or wrong type of ammunition equipped, etc. autoEquip is not very smart in this regard))
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//Get weapon speed and range
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MWWorld::ContainerStoreIterator weaponSlot =
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MWMechanics::getActiveWeapon(actorCls.getCreatureStats(actor), actorCls.getInventoryStore(actor), &weaptype);
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MWMechanics::getActiveWeapon(actorClass.getCreatureStats(actor), actorClass.getInventoryStore(actor), &weaptype);
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if (weaptype == WeapType_HandToHand)
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{
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const MWWorld::Store<ESM::GameSetting> &gmst =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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weapRange = gmst.find("fHandToHandReach")->getFloat();
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static float fHandToHandReach =
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world->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat();
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weapRange = fHandToHandReach;
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}
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else if (weaptype != WeapType_PickProbe && weaptype != WeapType_Spell)
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{
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// All other WeapTypes are actually weapons, so get<ESM::Weapon> is safe.
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weapon = weaponSlot->get<ESM::Weapon>()->mBase;
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weapRange = weapon->mData.mReach;
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weapSpeed = weapon->mData.mSpeed;
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}
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weapRange *= 100.0f;
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}
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@ -292,6 +289,49 @@ namespace MWMechanics
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weapRange = 150; //TODO: use true attack range (the same problem in Creature::hit)
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}
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float rangeAttack;
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float rangeFollow;
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bool distantCombat = false;
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if (weaptype == WeapType_BowAndArrow || weaptype == WeapType_Crossbow || weaptype == WeapType_Thrown)
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{
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rangeAttack = 1000; // TODO: should depend on archer skill
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rangeFollow = 0; // not needed in ranged combat
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distantCombat = true;
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}
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else
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{
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rangeAttack = weapRange;
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rangeFollow = 300;
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}
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// start new attack
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if(mReadyToAttack)
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{
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if(mTimerAttack <= -attacksPeriod)
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{
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mAttack = true; // attack starts just now
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if (!distantCombat) attackType = chooseBestAttack(weapon, mMovement);
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else attackType = ESM::Weapon::AT_Chop; // cause it's =0
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mStrength = static_cast<float>(rand()) / RAND_MAX;
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mTimerAttack = mMinMaxAttackDuration[attackType][0] +
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(mMinMaxAttackDuration[attackType][1] - mMinMaxAttackDuration[attackType][0]) * mStrength;
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//say a provoking combat phrase
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if (actor.getClass().isNpc())
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{
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const MWWorld::ESMStore &store = world->getStore();
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int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt();
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int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99]
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if (roll < chance)
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{
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MWBase::Environment::get().getDialogueManager()->say(actor, "attack");
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}
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}
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}
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}
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/*
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* Some notes on meanings of variables:
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@ -322,21 +362,6 @@ namespace MWMechanics
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* target even if LOS is not achieved)
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*/
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float rangeAttack;
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float rangeFollow;
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bool distantCombat = false;
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if (weaptype == WeapType_BowAndArrow || weaptype == WeapType_Crossbow || weaptype == WeapType_Thrown)
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{
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rangeAttack = 1000; // TODO: should depend on archer skill
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rangeFollow = 0; // not needed in ranged combat
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distantCombat = true;
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}
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else
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{
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rangeAttack = weapRange;
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rangeFollow = 300;
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}
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ESM::Position pos = actor.getRefData().getPosition();
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Ogre::Vector3 vActorPos(pos.pos);
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Ogre::Vector3 vTargetPos(target.getRefData().getPosition().pos);
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@ -345,48 +370,52 @@ namespace MWMechanics
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bool isStuck = false;
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float speed = 0.0f;
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if(mMovement.mPosition[1] && (Ogre::Vector3(mLastPos.pos) - vActorPos).length() < (speed = actorCls.getSpeed(actor)) * tReaction / 2)
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if(mMovement.mPosition[1] && (mLastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * tReaction / 2)
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isStuck = true;
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mLastPos = pos;
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mLastActorPos = vActorPos;
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// check if actor can move along z-axis
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bool canMoveByZ = (actorCls.canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(actor))
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|| MWBase::Environment::get().getWorld()->isFlying(actor);
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bool canMoveByZ = (actorClass.canSwim(actor) && world->isSwimming(actor))
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|| world->isFlying(actor);
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// determine vertical angle to target
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// if actor can move along z-axis it will control movement dir
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// if can't - it will control correct aiming
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mMovement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
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// (within strike dist) || (not quite strike dist while following)
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// (within attack dist) || (not quite attack dist while following)
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if(distToTarget < rangeAttack || (distToTarget <= rangeFollow && mFollowTarget && !isStuck) )
|
|
|
|
|
{
|
|
|
|
|
//Melee and Close-up combat
|
|
|
|
|
|
|
|
|
|
// getXAngleToDir determines vertical angle to target:
|
|
|
|
|
// if actor can move along z-axis it will control movement dir
|
|
|
|
|
// if can't - it will control correct aiming.
|
|
|
|
|
// note: in getZAngleToDir if we preserve dir.z then horizontal angle can be inaccurate
|
|
|
|
|
if (distantCombat)
|
|
|
|
|
{
|
|
|
|
|
Ogre::Vector3 vAimDir = AimDirToMovingTarget(actor, target, mLastTargetPos, tReaction, weaptype, mStrength);
|
|
|
|
|
mLastTargetPos = vTargetPos;
|
|
|
|
|
mMovement.mRotation[0] = getXAngleToDir(vAimDir);
|
|
|
|
|
mMovement.mRotation[2] = getZAngleToDir(Ogre::Vector3(vAimDir.x, vAimDir.y, 0));
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
mMovement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
|
|
|
|
|
mMovement.mRotation[2] = getZAngleToDir(Ogre::Vector3(vDirToTarget.x, vDirToTarget.y, 0));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// if we preserve dir.z then horizontal angle can be inaccurate
|
|
|
|
|
mMovement.mRotation[2] = getZAngleToDir(Ogre::Vector3(vDirToTarget.x, vDirToTarget.y, 0));
|
|
|
|
|
|
|
|
|
|
// (not quite strike dist while following)
|
|
|
|
|
// (not quite attack dist while following)
|
|
|
|
|
if (mFollowTarget && distToTarget > rangeAttack)
|
|
|
|
|
{
|
|
|
|
|
//Close-up combat: just run up on target
|
|
|
|
|
mMovement.mPosition[1] = 1;
|
|
|
|
|
}
|
|
|
|
|
else // (within strike dist)
|
|
|
|
|
else // (within attack dist)
|
|
|
|
|
{
|
|
|
|
|
mMovement.mPosition[1] = 0;
|
|
|
|
|
|
|
|
|
|
// set slash/thrust/chop attack
|
|
|
|
|
if (mAttack && !distantCombat) chooseBestAttack(weapon, mMovement);
|
|
|
|
|
|
|
|
|
|
if(mMovement.mPosition[0] || mMovement.mPosition[1])
|
|
|
|
|
{
|
|
|
|
|
mTimerCombatMove = 0.1f + 0.1f * static_cast<float>(rand())/RAND_MAX;
|
|
|
|
|
mCombatMove = true;
|
|
|
|
|
}
|
|
|
|
|
// only NPCs are smart enough to use dodge movements
|
|
|
|
|
else if(actorCls.isNpc() && (!distantCombat || (distantCombat && distToTarget < rangeAttack/2)))
|
|
|
|
|
else if(actorClass.isNpc() && (!distantCombat || (distantCombat && distToTarget < rangeAttack/2)))
|
|
|
|
|
{
|
|
|
|
|
//apply sideway movement (kind of dodging) with some probability
|
|
|
|
|
if(static_cast<float>(rand())/RAND_MAX < 0.25)
|
|
|
|
@ -410,13 +439,13 @@ namespace MWMechanics
|
|
|
|
|
else // remote pathfinding
|
|
|
|
|
{
|
|
|
|
|
bool preferShortcut = false;
|
|
|
|
|
bool inLOS = MWBase::Environment::get().getWorld()->getLOS(actor, target);
|
|
|
|
|
bool inLOS = world->getLOS(actor, target);
|
|
|
|
|
|
|
|
|
|
// check if shortcut is available
|
|
|
|
|
if(inLOS && (!isStuck || mReadyToAttack)
|
|
|
|
|
&& (!mForceNoShortcut || (Ogre::Vector3(mShortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST))
|
|
|
|
|
{
|
|
|
|
|
if(speed == 0.0f) speed = actorCls.getSpeed(actor);
|
|
|
|
|
if(speed == 0.0f) speed = actorClass.getSpeed(actor);
|
|
|
|
|
// maximum dist before pit/obstacle for actor to avoid them depending on his speed
|
|
|
|
|
float maxAvoidDist = tReaction * speed + speed / MAX_VEL_ANGULAR.valueRadians() * 2; // *2 - for reliability
|
|
|
|
|
preferShortcut = checkWayIsClear(vActorPos, vTargetPos, Ogre::Vector3(vDirToTarget.x, vDirToTarget.y, 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
|
|
|
|
@ -474,18 +503,24 @@ namespace MWMechanics
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
mMovement.mPosition[1] = 1;
|
|
|
|
|
if (mReadyToAttack)
|
|
|
|
|
{
|
|
|
|
|
// to stop possible sideway moving after target moved out of attack range
|
|
|
|
|
mCombatMove = true;
|
|
|
|
|
mTimerCombatMove = 0;
|
|
|
|
|
}
|
|
|
|
|
mReadyToAttack = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(!isStuck && distToTarget > rangeAttack && !distantCombat)
|
|
|
|
|
{
|
|
|
|
|
//special run attack; it shouldn't affect melee combat tactics
|
|
|
|
|
if(actorCls.getMovementSettings(actor).mPosition[1] == 1)
|
|
|
|
|
if(actorClass.getMovementSettings(actor).mPosition[1] == 1)
|
|
|
|
|
{
|
|
|
|
|
//check if actor can overcome the distance = distToTarget - attackerWeapRange
|
|
|
|
|
//less than in time of playing weapon anim from 'start' to 'hit' tags (t_swing)
|
|
|
|
|
//then start attacking
|
|
|
|
|
float speed1 = actorCls.getSpeed(actor);
|
|
|
|
|
/* 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)
|
|
|
|
@ -494,13 +529,16 @@ namespace MWMechanics
|
|
|
|
|
float s1 = distToTarget - weapRange;
|
|
|
|
|
float t = s1/speed1;
|
|
|
|
|
float s2 = speed2 * t;
|
|
|
|
|
float t_swing = (MAX_ATTACK_DURATION/2) / weapSpeed;//instead of 0.17 should be the time of playing weapon anim from 'start' to 'hit' tags
|
|
|
|
|
float t_swing =
|
|
|
|
|
mMinMaxAttackDuration[ESM::Weapon::AT_Thrust][0] +
|
|
|
|
|
(mMinMaxAttackDuration[ESM::Weapon::AT_Thrust][1] - mMinMaxAttackDuration[ESM::Weapon::AT_Thrust][0]) * static_cast<float>(rand()) / RAND_MAX;
|
|
|
|
|
|
|
|
|
|
if (t + s2/speed1 <= t_swing)
|
|
|
|
|
{
|
|
|
|
|
mReadyToAttack = true;
|
|
|
|
|
if(mTimerAttack <= -attacksPeriod)
|
|
|
|
|
{
|
|
|
|
|
mTimerAttack = MAX_ATTACK_DURATION * static_cast<float>(rand())/RAND_MAX;
|
|
|
|
|
mTimerAttack = t_swing;
|
|
|
|
|
mAttack = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -603,6 +641,7 @@ namespace MWMechanics
|
|
|
|
|
AiCombat::AiCombat(const ESM::AiSequence::AiCombat *combat)
|
|
|
|
|
{
|
|
|
|
|
mTargetActorId = combat->mTargetActorId;
|
|
|
|
|
|
|
|
|
|
init();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -622,8 +661,10 @@ namespace MWMechanics
|
|
|
|
|
namespace
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement)
|
|
|
|
|
ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement)
|
|
|
|
|
{
|
|
|
|
|
ESM::Weapon::AttackType attackType;
|
|
|
|
|
|
|
|
|
|
if (weapon == NULL)
|
|
|
|
|
{
|
|
|
|
|
//hand-to-hand deal equal damage for each type
|
|
|
|
@ -632,34 +673,167 @@ void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement
|
|
|
|
|
{
|
|
|
|
|
movement.mPosition[0] = (static_cast<float>(rand())/RAND_MAX < 0.5f)? 1: -1;
|
|
|
|
|
movement.mPosition[1] = 0;
|
|
|
|
|
attackType = ESM::Weapon::AT_Slash;
|
|
|
|
|
}
|
|
|
|
|
else if(roll <= 0.666f) //forward punch
|
|
|
|
|
{
|
|
|
|
|
movement.mPosition[1] = 1;
|
|
|
|
|
attackType = ESM::Weapon::AT_Thrust;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
movement.mPosition[1] = movement.mPosition[0] = 0;
|
|
|
|
|
attackType = ESM::Weapon::AT_Chop;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
//the more damage attackType deals the more probability it has
|
|
|
|
|
int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
|
|
|
|
|
int chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1])/2;
|
|
|
|
|
int thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1])/2;
|
|
|
|
|
|
|
|
|
|
float total = slash + chop + thrust;
|
|
|
|
|
|
|
|
|
|
float roll = static_cast<float>(rand())/RAND_MAX;
|
|
|
|
|
if(roll <= static_cast<float>(slash)/total)
|
|
|
|
|
{
|
|
|
|
|
movement.mPosition[0] = (static_cast<float>(rand())/RAND_MAX < 0.5f)? 1: -1;
|
|
|
|
|
movement.mPosition[1] = 0;
|
|
|
|
|
attackType = ESM::Weapon::AT_Slash;
|
|
|
|
|
}
|
|
|
|
|
else if(roll <= (static_cast<float>(slash) + static_cast<float>(thrust))/total)
|
|
|
|
|
{
|
|
|
|
|
movement.mPosition[1] = 1;
|
|
|
|
|
attackType = ESM::Weapon::AT_Thrust;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
movement.mPosition[1] = movement.mPosition[0] = 0;
|
|
|
|
|
attackType = ESM::Weapon::AT_Chop;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//the more damage attackType deals the more probability it has
|
|
|
|
|
int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
|
|
|
|
|
int chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1])/2;
|
|
|
|
|
int thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1])/2;
|
|
|
|
|
// get weapon information: type and speed
|
|
|
|
|
const ESM::Weapon *weapon = NULL;
|
|
|
|
|
MWMechanics::WeaponType weaptype;
|
|
|
|
|
|
|
|
|
|
float total = slash + chop + thrust;
|
|
|
|
|
MWWorld::ContainerStoreIterator weaponSlot =
|
|
|
|
|
MWMechanics::getActiveWeapon(actor.getClass().getCreatureStats(actor), actor.getClass().getInventoryStore(actor), &weaptype);
|
|
|
|
|
|
|
|
|
|
float roll = static_cast<float>(rand())/RAND_MAX;
|
|
|
|
|
if(roll <= static_cast<float>(slash)/total)
|
|
|
|
|
float weapSpeed;
|
|
|
|
|
if (weaptype != MWMechanics::WeapType_HandToHand)
|
|
|
|
|
{
|
|
|
|
|
movement.mPosition[0] = (static_cast<float>(rand())/RAND_MAX < 0.5f)? 1: -1;
|
|
|
|
|
movement.mPosition[1] = 0;
|
|
|
|
|
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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Ogre::Vector3 AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const Ogre::Vector3& vLastTargetPos,
|
|
|
|
|
float duration, int weapType, float strength)
|
|
|
|
|
{
|
|
|
|
|
float projSpeed;
|
|
|
|
|
|
|
|
|
|
// get projectile speed (depending on weapon type)
|
|
|
|
|
if (weapType == ESM::Weapon::MarksmanThrown)
|
|
|
|
|
{
|
|
|
|
|
static float fThrownWeaponMinSpeed =
|
|
|
|
|
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fThrownWeaponMinSpeed")->getFloat();
|
|
|
|
|
static float fThrownWeaponMaxSpeed =
|
|
|
|
|
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fThrownWeaponMaxSpeed")->getFloat();
|
|
|
|
|
|
|
|
|
|
projSpeed =
|
|
|
|
|
fThrownWeaponMinSpeed + (fThrownWeaponMaxSpeed - fThrownWeaponMinSpeed) * strength;
|
|
|
|
|
}
|
|
|
|
|
else if(roll <= (static_cast<float>(slash) + static_cast<float>(thrust))/total)
|
|
|
|
|
movement.mPosition[1] = 1;
|
|
|
|
|
else
|
|
|
|
|
movement.mPosition[1] = movement.mPosition[0] = 0;
|
|
|
|
|
{
|
|
|
|
|
static float fProjectileMinSpeed =
|
|
|
|
|
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fProjectileMinSpeed")->getFloat();
|
|
|
|
|
static float fProjectileMaxSpeed =
|
|
|
|
|
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fProjectileMaxSpeed")->getFloat();
|
|
|
|
|
|
|
|
|
|
projSpeed =
|
|
|
|
|
fProjectileMinSpeed + (fProjectileMaxSpeed - fProjectileMinSpeed) * strength;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// idea: perpendicular to dir to target speed components of target move vector and projectile vector should be the same
|
|
|
|
|
|
|
|
|
|
Ogre::Vector3 vActorPos = Ogre::Vector3(actor.getRefData().getPosition().pos);
|
|
|
|
|
Ogre::Vector3 vTargetPos = Ogre::Vector3(target.getRefData().getPosition().pos);
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Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos;
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float distToTarget = vDirToTarget.length();
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Ogre::Vector3 vTargetMoveDir = vTargetPos - vLastTargetPos;
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vTargetMoveDir /= duration; // |vTargetMoveDir| is target real speed in units/sec now
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Ogre::Vector3 vPerpToDir = vDirToTarget.crossProduct(Ogre::Vector3::UNIT_Z);
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float velPerp = vTargetMoveDir.dotProduct(vPerpToDir.normalisedCopy());
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float velDir = vTargetMoveDir.dotProduct(vDirToTarget.normalisedCopy());
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// time to collision between target and projectile
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float t_collision;
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float projVelDirSquared = projSpeed * projSpeed - velPerp * velPerp;
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float projDistDiff = vDirToTarget.dotProduct(vTargetMoveDir.normalisedCopy());
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projDistDiff = sqrt(distToTarget * distToTarget - projDistDiff * projDistDiff);
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if (projVelDirSquared > 0)
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t_collision = projDistDiff / (sqrt(projVelDirSquared) - velDir);
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else t_collision = 0; // speed of projectile is not enough to reach moving target
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return vTargetPos + vTargetMoveDir * t_collision - vActorPos;
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}
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}
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