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openmw-tes3coop/apps/openmw/mwmechanics/aicast.cpp

85 lines
2.4 KiB
C++

#include "aicast.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwworld/class.hpp"
#include "aicombataction.hpp"
#include "creaturestats.hpp"
#include "spellcasting.hpp"
#include "steering.hpp"
MWMechanics::AiCast::AiCast(const std::string& targetId, const std::string& spellId, bool manualSpell)
: mTargetId(targetId), mSpellId(spellId), mCasting(false), mManual(manualSpell), mDistance(0)
{
ActionSpell action = ActionSpell(spellId);
bool isRanged;
mDistance = action.getCombatRange(isRanged);
}
MWMechanics::AiPackage *MWMechanics::AiCast::clone() const
{
return new AiCast(*this);
}
bool MWMechanics::AiCast::execute(const MWWorld::Ptr& actor, MWMechanics::CharacterController& characterController, MWMechanics::AiState& state, float duration)
{
MWWorld::Ptr target;
if (actor.getCellRef().getRefId() == mTargetId)
{
// If the target has the same ID as caster, consider that actor casts spell with Self range.
target = actor;
}
else
{
target = getTarget();
if (!target)
return true;
if (!mManual && !pathTo(actor, target.getRefData().getPosition().pos, duration, mDistance))
{
return false;
}
osg::Vec3f dir = target.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3();
bool turned = smoothTurn(actor, getZAngleToDir(dir), 2, osg::DegreesToRadians(3.f));
turned &= smoothTurn(actor, getXAngleToDir(dir), 0, osg::DegreesToRadians(3.f));
if (!turned)
return false;
}
// Check if the actor is already casting another spell
bool isCasting = MWBase::Environment::get().getMechanicsManager()->isCastingSpell(actor);
if (isCasting && !mCasting)
return false;
if (!mCasting)
{
MWBase::Environment::get().getMechanicsManager()->castSpell(actor, mSpellId, mManual);
mCasting = true;
return false;
}
// Finish package, if actor finished spellcasting
return !isCasting;
}
MWWorld::Ptr MWMechanics::AiCast::getTarget() const
{
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mTargetId, false);
return target;
}
int MWMechanics::AiCast::getTypeId() const
{
return AiPackage::TypeIdCast;
}
unsigned int MWMechanics::AiCast::getPriority() const
{
return 3;
}