Use fFight<Crime> GMSTs to control attacks in response to crimes

This commit is contained in:
scrawl 2014-06-17 01:10:37 +02:00
parent 8ac019611d
commit ffb6f5d555
5 changed files with 105 additions and 57 deletions

View file

@ -120,6 +120,7 @@ namespace MWBase
/**
* @brief Commit a crime. If any actors witness the crime and report it,
* reportCrime will be called automatically.
* @note victim may be empty
* @param arg Depends on \a type, e.g. for Theft, the value of the item that was stolen.
* @return was the crime reported?
*/
@ -192,7 +193,9 @@ namespace MWBase
virtual void clear() = 0;
virtual bool isAggressive (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target) = 0;
/// @param bias Can be used to add an additional aggression bias towards the target,
/// making it more likely for the function to return true.
virtual bool isAggressive (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, int bias=0) = 0;
};
}

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@ -789,7 +789,6 @@ namespace MWMechanics
if (ptr.getClass().isClass(ptr, "Guard") && creatureStats.getAiSequence().getTypeId() != AiPackage::TypeIdPursue && !creatureStats.isHostile())
{
/// \todo Move me! I shouldn't be here...
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
float cutoff = float(esmStore.get<ESM::GameSetting>().find("iCrimeThreshold")->getInt());
// Force dialogue on sight if bounty is greater than the cutoff
@ -817,7 +816,6 @@ namespace MWMechanics
creatureStats.getAiSequence().stopCombat();
// Reset factors to attack
// TODO: Not a complete list, disposition changes?
creatureStats.setHostile(false);
creatureStats.setAttacked(false);
creatureStats.setAlarmed(false);
@ -825,15 +823,6 @@ namespace MWMechanics
// Update witness crime id
npcStats.setCrimeId(-1);
}
else if (!creatureStats.isHostile() && creatureStats.getAiSequence().getTypeId() != AiPackage::TypeIdPursue)
{
if (ptr.getClass().isClass(ptr, "Guard"))
creatureStats.getAiSequence().stack(AiPursue(player), ptr);
else
{
MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, player);
}
}
}
}
}

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@ -221,6 +221,11 @@ void AiSequence::stack (const AiPackage& package, const MWWorld::Ptr& actor)
{
return; // target is already pursued
}
if((*iter)->getTypeId() == AiPackage::TypeIdCombat && package.getTypeId() == AiPackage::TypeIdCombat
&& static_cast<const AiCombat*>(*iter)->getTarget() == static_cast<const AiCombat*>(&package)->getTarget())
{
return; // already in combat with this actor
}
else if ((*iter)->getTypeId() == AiPackage::TypeIdWander)
static_cast<AiWander*>(*iter)->setReturnPosition(Ogre::Vector3(actor.getRefData().getPosition().pos));
}

View file

@ -14,6 +14,7 @@
#include "../mwworld/player.hpp"
#include "../mwmechanics/aicombat.hpp"
#include "../mwmechanics/aipursue.hpp"
#include <OgreSceneNode.h>
@ -836,7 +837,7 @@ namespace MWMechanics
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
// What amount of alarm did this crime generate?
int alarm;
int alarm = 0;
if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
alarm = esmStore.get<ESM::GameSetting>().find("iAlarmTresspass")->getInt();
else if (type == OT_Pickpocket)
@ -847,17 +848,14 @@ namespace MWMechanics
alarm = esmStore.get<ESM::GameSetting>().find("iAlarmKilling")->getInt();
else if (type == OT_Theft)
alarm = esmStore.get<ESM::GameSetting>().find("iAlarmStealing")->getInt();
else
return false;
// Innocent until proven guilty
bool reported = false;
// Find all the actors within the alarm radius
std::vector<MWWorld::Ptr> neighbors;
Ogre::Vector3 from = Ogre::Vector3(player.getRefData().getPosition().pos);
int radius = esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getInt();
float radius = esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getFloat();
mActors.getObjectsInRange(from, radius, neighbors);
@ -865,9 +863,9 @@ namespace MWMechanics
if (!victim.isEmpty() && from.squaredDistance(Ogre::Vector3(victim.getRefData().getPosition().pos)) > radius*radius)
neighbors.push_back(victim);
int id = MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId();
bool victimAware = false;
// Find actors who witnessed the crime
// Find actors who directly witnessed the crime
for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
{
if (*it == player) continue; // not the player
@ -875,22 +873,13 @@ namespace MWMechanics
// Was the crime seen?
if (MWBase::Environment::get().getWorld()->getLOS(player, *it) && awarenessCheck(player, *it) )
{
// TODO: Add more messages
if (*it == victim)
victimAware = true;
// TODO: are there other messages?
if (type == OT_Theft)
MWBase::Environment::get().getDialogueManager()->say(*it, "thief");
if (*it == victim)
{
// Self-defense
// The victim is aware of the criminal/assailant. If being assaulted, fight back now
// (regardless of whether the assault is reported or not)
// This applies to both NPCs and creatures
// ... except if this is a guard: then the player is given a chance to pay a fine / go to jail instead
if (type == OT_Assault && !it->getClass().isClass(*it, "guard"))
MWBase::Environment::get().getMechanicsManager()->startCombat(victim, player);
}
// Crime reporting only applies to NPCs
if (!it->getClass().isNpc())
continue;
@ -899,32 +888,19 @@ namespace MWMechanics
if (it->getClass().getCreatureStats(*it).getAiSetting(CreatureStats::AI_Alarm).getBase() >= alarm)
{
reported = true;
// Tell everyone, including yourself
for (std::vector<MWWorld::Ptr>::iterator it1 = neighbors.begin(); it1 != neighbors.end(); ++it1)
{
if ( *it1 == player
|| !it1->getClass().isNpc()) continue; // not the player and is an NPC
// Will other witnesses paticipate in crime
if ( it1->getClass().getCreatureStats(*it1).getAiSetting(CreatureStats::AI_Alarm).getBase() >= alarm
|| type == OT_Assault )
{
it1->getClass().getNpcStats(*it1).setCrimeId(id);
}
// Mark as Alarmed for dialogue
it1->getClass().getCreatureStats(*it1).setAlarmed(true);
}
}
}
}
if (reported)
reportCrime(player, victim, type, arg);
else if (victimAware && !victim.isEmpty() && type == OT_Assault)
startCombat(victim, player);
return reported;
}
void MechanicsManager::reportCrime(const MWWorld::Ptr &ptr, const MWWorld::Ptr &victim, OffenseType type, int arg)
void MechanicsManager::reportCrime(const MWWorld::Ptr &player, const MWWorld::Ptr &victim, OffenseType type, int arg)
{
const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
@ -944,7 +920,7 @@ namespace MWMechanics
}
MWBase::Environment::get().getWindowManager()->messageBox("#{sCrimeMessage}");
ptr.getClass().getNpcStats(ptr).setBounty(ptr.getClass().getNpcStats(ptr).getBounty()
player.getClass().getNpcStats(player).setBounty(player.getClass().getNpcStats(player).getBounty()
+ arg);
// If committing a crime against a faction member, expell from the faction
@ -953,9 +929,81 @@ namespace MWMechanics
std::string factionID;
if(!victim.getClass().getNpcStats(victim).getFactionRanks().empty())
factionID = victim.getClass().getNpcStats(victim).getFactionRanks().begin()->first;
if (ptr.getClass().getNpcStats(ptr).isSameFaction(victim.getClass().getNpcStats(victim)))
if (player.getClass().getNpcStats(player).isSameFaction(victim.getClass().getNpcStats(victim)))
{
ptr.getClass().getNpcStats(ptr).expell(factionID);
player.getClass().getNpcStats(player).expell(factionID);
}
}
// Make surrounding actors within alarm distance respond to the crime
std::vector<MWWorld::Ptr> neighbors;
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
Ogre::Vector3 from = Ogre::Vector3(player.getRefData().getPosition().pos);
float radius = esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getFloat();
mActors.getObjectsInRange(from, radius, neighbors);
// victim should be considered even beyond alarm radius
if (!victim.isEmpty() && from.squaredDistance(Ogre::Vector3(victim.getRefData().getPosition().pos)) > radius*radius)
neighbors.push_back(victim);
int id = MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId();
// What amount of provocation did this crime generate?
// Controls whether witnesses will engage combat with the criminal.
int fight = 0;
if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
fight = esmStore.get<ESM::GameSetting>().find("iFightTrespass")->getInt();
else if (type == OT_Pickpocket)
fight = esmStore.get<ESM::GameSetting>().find("iFightPickpocket")->getInt();
else if (type == OT_Assault) // Note: iFightAttack is for the victim, iFightAttacking for witnesses?
fight = esmStore.get<ESM::GameSetting>().find("iFightAttack")->getInt();
else if (type == OT_Murder)
fight = esmStore.get<ESM::GameSetting>().find("iFightKilling")->getInt();
else if (type == OT_Theft)
fight = esmStore.get<ESM::GameSetting>().find("fFightStealing")->getFloat();
const int iFightAttacking = esmStore.get<ESM::GameSetting>().find("iFightAttacking")->getInt();
// Tell everyone (including the original reporter) in alarm range
for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
{
if ( *it == player
|| !it->getClass().isNpc()) continue;
int aggression = fight;
// Note: iFightAttack is used for the victim, iFightAttacking for witnesses?
if (*it != victim && type == OT_Assault)
aggression = iFightAttacking;
if (it->getClass().isClass(*it, "guard"))
{
// Mark as Alarmed for dialogue
it->getClass().getCreatureStats(*it).setAlarmed(true);
// Set the crime ID, which we will use to calm down participants
// once the bounty has been paid.
it->getClass().getNpcStats(*it).setCrimeId(id);
it->getClass().getCreatureStats(*it).getAiSequence().stack(AiPursue(player), *it);
}
else
{
bool aggressive = MWBase::Environment::get().getMechanicsManager()->isAggressive(*it, player, aggression);
if (aggressive)
{
startCombat(*it, player);
// Set the crime ID, which we will use to calm down participants
// once the bounty has been paid.
it->getClass().getNpcStats(*it).setCrimeId(id);
// Mark as Alarmed for dialogue
it->getClass().getCreatureStats(*it).setAlarmed(true);
}
}
}
}
@ -1099,7 +1147,7 @@ namespace MWMechanics
mActors.clear();
}
bool MechanicsManager::isAggressive(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target)
bool MechanicsManager::isAggressive(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target, int bias)
{
Ogre::Vector3 pos1 (ptr.getRefData().getPosition().pos);
Ogre::Vector3 pos2 (target.getRefData().getPosition().pos);
@ -1117,9 +1165,10 @@ namespace MWMechanics
if (ptr.getClass().isNpc())
disposition = getDerivedDisposition(ptr);
int fight = ptr.getClass().getCreatureStats(ptr).getAiSetting(CreatureStats::AI_Fight).getModified()
int fight = std::max(0.f, ptr.getClass().getCreatureStats(ptr).getAiSetting(CreatureStats::AI_Fight).getModified()
+ (iFightDistanceBase - fFightDistanceMultiplier * d)
+ ((50 - disposition) * fFightDispMult);
+ ((50 - disposition) * fFightDispMult))
+ bias;
return (fight >= 100);
}

View file

@ -157,7 +157,9 @@ namespace MWMechanics
virtual void clear();
virtual bool isAggressive (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target);
/// @param bias Can be used to add an additional aggression bias towards the target,
/// making it more likely for the function to return true.
virtual bool isAggressive (const MWWorld::Ptr& ptr, const MWWorld::Ptr& target, int bias=0);
};
}