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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 "../mwworld/class.hpp"
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#include "../mwworld/timestamp.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/dialoguemanager.hpp"
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#include "creaturestats.hpp"
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#include "steering.hpp"
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#include "movement.hpp"
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#include "character.hpp" // fixme: for getActiveWeapon
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namespace
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{
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static float sgn(Ogre::Radian a)
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{
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if(a.valueDegrees() > 0)
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return 1.0;
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return -1.0;
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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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}
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namespace MWMechanics
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{
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static const float DOOR_CHECK_INTERVAL = 1.5f;
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// NOTE: MIN_DIST_TO_DOOR_SQUARED is defined in obstacle.hpp
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AiCombat::AiCombat(const MWWorld::Ptr& actor) :
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mTarget(actor),
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mTimerAttack(0),
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mTimerReact(0),
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mTimerCombatMove(0),
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mFollowTarget(false),
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mReadyToAttack(false),
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mStrike(false),
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mCombatMove(false),
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mBackOffDoor(false),
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mRotate(false),
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mMovement(),
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mDoorIter(actor.getCell()->get<ESM::Door>().mList.end()),
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mDoors(actor.getCell()->get<ESM::Door>().mList),
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mDoorCheckDuration(0),
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mTargetAngle(0)
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{
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}
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/*
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* The 'pursuit' part of AiCombat now has some memory to allow backtracking.
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* The intention is to allow actors to detect being 'stuck' somewhere, whether
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* in a river or facing a door, to go back to a known 'good' position.
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*
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* Each actor goes through these states of movement once alerted and an AiCombat
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* package is queued (FIXME: below is a DRAFT proposal only):
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*
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* - Maybe remember the starting position so that the actor can return if
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* lose sight of the target? Last Known Target Location Tracking - keep track
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* of target positions every sec, paired with actor's location at the time
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*
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* - Get to the target if far away (need path finding), how close depends on
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* the current best (selected?) weapon. As the actor moves, some breadcrumb
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* is left (e.g. every second store a position in a FIFO) so that the actor
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* can back track if necessary.
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*
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* - If the actor gets stuck (need a way of detecting this) then decide what
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* to do next. For example, if next to a door then maybe back track one or
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* two positions and check LOS of the target every x frames (reaction time?).
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* Or maybe back track then look for a new path.
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*
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* - Once in weapon range, may need a strategy to get to the target for a
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* strike (maybe there are others nearby attacking the same target).
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*
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*
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* Current AiCombat movement states (as of 0.29.0), ignoring the details of the
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* attack states such as CombatMove, Strike and ReadyToAttack:
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*
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* +-----(within strike range)----->attack--(beyond strike range)-->follow
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* | | ^ | |
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* | | | | |
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* pursue<----(beyond follow range)-----+ +----(within strike range)---+ |
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* ^ |
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* | |
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* +--------------------------(beyond follow range)--------------------+
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*
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*
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* Below diagram is high level only, FIXME: code detail may be different:
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*
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* +-----------(same)-------------->attack---------(same)---------->follow
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* | |^^ | |
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* | ||| | |
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* | +--(same)-----------------+|+----------(same)------------+ |
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* | | | in range |
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* | | too far | |
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* | | +---------------got hit or LOS<---+ |
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* | <----+ | | |
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* pursue<---------+ door | |
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* ^^ <--> maybe stuck, check --------------> back up and wait |
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* || | ^ | | ^ | |
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* || | | | stuck | | | waited |
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* || +---+ | +---+ | too long |
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* || backtrack | | |
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* |+----------------------+ go back? <-----------+ |
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* | |
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* +----------------------------(same)---------------------------------+
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*
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* FIXME:
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*
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* The new scheme is way too complicated, should really be implemented as a
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* proper state machine.
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*
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* TODO:
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*
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* Use the Observer Pattern to co-ordinate attacks, provide intelligence on
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* whether the target was hit, etc.
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*
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* TODO:
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*
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* Auto-generate large cubes or squares as a poor-man's navmesh? Many
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* external cells do not have any pathgrids, and certainly none for flying
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* or swimming.
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*
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*
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* Called from: (check Doxygen as this comment could be out of date)
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*
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* OMW::Engine::go() |
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* Ogre::Root::renderOneFrame() |
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* Ogre::Root::... | ... detail omitted
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* Ogre::Root::fireFrameRenderingQueued() |
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* OMW::Engine::frameRenderingQueued() | virtual Ogre::FrameListener
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* MWMechanics::MechanicsManager::update() |
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* MWMechanics::Actors::update() |
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* MWMechanics::Actors::updateActor() |
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* MWMechanics::AiSequence::execute() | from priority queue mPackages
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* MWMechanics::AiCombat::execute() | virtual MWMechanics::AiPackage
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*/
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bool AiCombat::execute (const MWWorld::Ptr& actor,float duration)
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{
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//General description
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if(!actor.getClass().getCreatureStats(actor).isHostile()
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|| actor.getClass().getCreatureStats(actor).getHealth().getCurrent() <= 0)
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return true;
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if(mTarget.getClass().getCreatureStats(mTarget).isDead())
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return true;
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//Update every frame
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if(mCombatMove)
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{
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mTimerCombatMove -= duration;
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if( mTimerCombatMove <= 0)
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{
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mTimerCombatMove = 0;
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mMovement.mPosition[1] = mMovement.mPosition[0] = 0;
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mCombatMove = false;
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}
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}
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actor.getClass().getMovementSettings(actor) = mMovement;
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if (mRotate)
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{
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if (zTurn(actor, Ogre::Degree(mTargetAngle)))
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mRotate = false;
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}
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mTimerAttack -= duration;
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actor.getClass().getCreatureStats(actor).setAttackingOrSpell(mStrike);
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float tReaction = 0.25f;
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if(mTimerReact < tReaction)
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{
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mTimerReact += duration;
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return false;
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}
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//Update with period = tReaction
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mTimerReact = 0;
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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 attackPeriod = 1.0f;
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if(mReadyToAttack)
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{
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if(mTimerAttack <= -attackPeriod)
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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 = 0.35f * static_cast<float>(rand())/RAND_MAX;
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mStrike = 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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mStrike = false;
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}
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else
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{
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mTimerAttack = -attackPeriod;
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mStrike = false;
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}
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const MWWorld::Class &cls = 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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actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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if (actor.getClass().hasInventoryStore(actor))
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{
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MWMechanics::DrawState_ state = actor.getClass().getCreatureStats(actor).getDrawState();
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if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
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actor.getClass().getCreatureStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
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//Get weapon speed and range
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MWWorld::ContainerStoreIterator weaponSlot =
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MWMechanics::getActiveWeapon(cls.getCreatureStats(actor), cls.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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}
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else
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{
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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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else //is creature
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{
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weaptype = WeapType_HandToHand; //doesn't matter, should only reflect if it is melee or distant weapon
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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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ESM::Position pos = actor.getRefData().getPosition();
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/*
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* Some notes on meanings of variables:
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*
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* rangeMelee:
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*
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* - Distance where attack using the actor's weapon is possible
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* - longer for ranged weapons (obviously?) vs. melee weapons
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* - Once within this distance mFollowTarget is triggered
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* (TODO: check whether the follow logic still works for ranged
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* weapons, since rangeCloseup is set to zero)
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* - TODO: The variable name is confusing. It was ok when AiCombat only
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* had melee weapons but now that ranged weapons are supported that is
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* no longer the case. It should really be renamed to something
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* like rangeStrike - alternatively, keep this name for melee
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* weapons and use a different variable for tracking ranged weapon
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* distance (rangeRanged maybe?)
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*
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* rangeCloseup:
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*
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* - Applies to melee weapons or hand to hand only (or creatures without
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* weapons)
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* - Distance a little further away from the actor's weapon strike
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* i.e. rangeCloseup > rangeMelee for melee weapons
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* (the variable names make this simple concept counter-intuitive,
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* something like rangeMelee > rangeStrike may be better)
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* - Once the target gets beyond this distance mFollowTarget is cleared
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* and a path to the target needs to be found
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* - TODO: Possibly rename this variable to rangeMelee or even rangeFollow
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*
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* mFollowTarget:
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*
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* - Once triggered, the actor follows the target with LOS shortcut
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* (the shortcut really only applies to cells where pathgrids are
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* available, since the default path without pathgrids is direct to
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* target even if LOS is not achieved)
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*
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*/
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float rangeMelee;
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float rangeCloseUp;
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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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rangeMelee = 1000; // TODO: should depend on archer skill
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rangeCloseUp = 0; //doesn't needed when attacking from distance
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distantCombat = true;
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}
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else
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{
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rangeMelee = weapRange;
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rangeCloseUp = 300;
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}
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Ogre::Vector3 vStart(pos.pos[0], pos.pos[1], pos.pos[2]);
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ESM::Position targetPos = mTarget.getRefData().getPosition();
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Ogre::Vector3 vDest(targetPos.pos[0], targetPos.pos[1], targetPos.pos[2]);
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Ogre::Vector3 vDir = vDest - vStart;
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float distBetween = vDir.length();
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// (within strike dist) || (not quite strike dist while following)
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if(distBetween < rangeMelee || (distBetween <= rangeCloseUp && mFollowTarget) )
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{
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//Melee and Close-up combat
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vDir.z = 0;
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float dirLen = vDir.length();
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mTargetAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / dirLen) * sgn(Ogre::Math::ASin(vDir.x / dirLen)) ).valueDegrees();
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mRotate = true;
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//bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget);
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// (not quite strike dist while following)
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if (mFollowTarget && distBetween > rangeMelee)
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{
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//Close-up combat: just run up on target
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mMovement.mPosition[1] = 1;
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}
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else // (within strike dist)
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{
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//Melee: stop running and attack
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mMovement.mPosition[1] = 0;
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// When attacking with a weapon, choose between slash, thrust or chop
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if (actor.getClass().hasInventoryStore(actor))
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chooseBestAttack(weapon, mMovement);
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if(mMovement.mPosition[0] || mMovement.mPosition[1])
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{
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mTimerCombatMove = 0.1f + 0.1f * static_cast<float>(rand())/RAND_MAX;
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mCombatMove = true;
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}
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else if(actor.getClass().isNpc() && (!distantCombat || (distantCombat && rangeMelee/5)))
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{
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//apply sideway movement (kind of dodging) with some probability
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if(static_cast<float>(rand())/RAND_MAX < 0.25)
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{
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mMovement.mPosition[0] = static_cast<float>(rand())/RAND_MAX < 0.5? 1: -1;
|
|
|
|
mTimerCombatMove = 0.05f + 0.15f * static_cast<float>(rand())/RAND_MAX;
|
|
|
|
mCombatMove = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(distantCombat && distBetween < rangeMelee/4)
|
|
|
|
{
|
|
|
|
mMovement.mPosition[1] = -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
mReadyToAttack = true;
|
|
|
|
//only once got in melee combat, actor is allowed to use close-up shortcutting
|
|
|
|
mFollowTarget = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
//target is at far distance: build path to target
|
|
|
|
mFollowTarget = false;
|
|
|
|
|
|
|
|
buildNewPath(actor); //may fail to build a path, check before use
|
|
|
|
|
|
|
|
//delete visited path node
|
|
|
|
mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]);
|
|
|
|
|
|
|
|
//if no new path leave mTargetAngle unchanged
|
|
|
|
if(!mPathFinder.getPath().empty())
|
|
|
|
{
|
|
|
|
//try shortcut
|
|
|
|
if(vDir.length() < mPathFinder.getDistToNext(pos.pos[0],pos.pos[1],pos.pos[2]) && MWBase::Environment::get().getWorld()->getLOS(actor, mTarget))
|
|
|
|
mTargetAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / vDir.length()) * sgn(Ogre::Math::ASin(vDir.x / vDir.length())) ).valueDegrees();
|
|
|
|
else
|
|
|
|
mTargetAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
|
|
|
|
mRotate = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
mMovement.mPosition[1] = 1;
|
|
|
|
mReadyToAttack = false;
|
|
|
|
|
|
|
|
// remember that this section gets updated every tReaction, which is
|
|
|
|
// currently hard coded at 250ms or 1/4 second
|
|
|
|
if(mObstacleCheck.check(actor, tReaction)) // true if evasive action needed
|
|
|
|
{
|
|
|
|
std::cout<<"found obstacle"<<std::endl;
|
|
|
|
// first check if we're walking into a door
|
|
|
|
bool foundClosedDoor = false;
|
|
|
|
MWWorld::CellStore *cell = actor.getCell();
|
|
|
|
if(!cell->getCell()->isExterior())
|
|
|
|
{
|
|
|
|
// Check all the doors in this cell
|
|
|
|
mDoors = cell->get<ESM::Door>().mList; // update list member
|
|
|
|
mDoorIter = mDoors.begin();
|
|
|
|
Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos);
|
|
|
|
for (; mDoorIter != mDoors.end(); ++mDoorIter)
|
|
|
|
{
|
|
|
|
MWWorld::LiveCellRef<ESM::Door>& ref = *mDoorIter;
|
|
|
|
if(actorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < 1.3*1.3*MIN_DIST_TO_DOOR_SQUARED &&
|
|
|
|
ref.mData.getLocalRotation().rot[2] == 0)
|
|
|
|
{
|
|
|
|
std::cout<<"closed door id \""<<ref.mRef.mRefID<<"\""<<std::endl;
|
|
|
|
foundClosedDoor = true;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(foundClosedDoor)
|
|
|
|
{
|
|
|
|
mBackOffDoor = true;
|
|
|
|
mObstacleCheck.clear();
|
|
|
|
if(mFollowTarget) // FIXME: probably not needed
|
|
|
|
{
|
|
|
|
std::cout<<"follow door"<<std::endl;
|
|
|
|
mFollowTarget = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else // probably walking into another NPC
|
|
|
|
{
|
|
|
|
// TODO: diagonal should have same animation as walk forward
|
|
|
|
// but doesn't seem to do that?
|
|
|
|
actor.getClass().getMovementSettings(actor).mPosition[0] = 1;
|
|
|
|
actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f;
|
|
|
|
// change the angle a bit, too
|
|
|
|
if(mPathFinder.isPathConstructed())
|
|
|
|
zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(distBetween > rangeMelee)
|
|
|
|
{
|
|
|
|
//special run attack; it shouldn't affect melee combat tactics
|
|
|
|
if(actor.getClass().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 = cls.getSpeed(actor);
|
|
|
|
float speed2 = mTarget.getClass().getSpeed(mTarget);
|
|
|
|
if(mTarget.getClass().getMovementSettings(mTarget).mPosition[0] == 0
|
|
|
|
&& mTarget.getClass().getMovementSettings(mTarget).mPosition[1] == 0)
|
|
|
|
speed2 = 0;
|
|
|
|
|
|
|
|
float s1 = distBetween - weapRange;
|
|
|
|
float t = s1/speed1;
|
|
|
|
float s2 = speed2 * t;
|
|
|
|
float t_swing = 0.17f/weapSpeed;//instead of 0.17 should be the time of playing weapon anim from 'start' to 'hit' tags
|
|
|
|
if (t + s2/speed1 <= t_swing)
|
|
|
|
{
|
|
|
|
mReadyToAttack = true;
|
|
|
|
if(mTimerAttack <= -attackPeriod)
|
|
|
|
{
|
|
|
|
mTimerAttack = 0.3f*static_cast<float>(rand())/RAND_MAX;
|
|
|
|
mStrike = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
MWWorld::LiveCellRef<ESM::Door>& ref = *mDoorIter;
|
|
|
|
Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos);
|
|
|
|
if(mBackOffDoor &&
|
|
|
|
actorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < 1.5*1.5*MIN_DIST_TO_DOOR_SQUARED)
|
|
|
|
{
|
|
|
|
mMovement.mPosition[1] = -0.2; // back off, but slowly
|
|
|
|
if(mDoorIter != mDoors.end() && ref.mData.getLocalRotation().rot[2] >= 1) // open
|
|
|
|
{
|
|
|
|
mDoorIter = mDoors.end();
|
|
|
|
mBackOffDoor = false;
|
|
|
|
std::cout<<"open door id \""<<ref.mRef.mRefID<<"\""<<std::endl;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(mReadyToAttack && !mBackOffDoor)
|
|
|
|
{
|
|
|
|
std::cout<<"ready to attack, move forward"<<std::endl;
|
|
|
|
mMovement.mPosition[1] = 1; // FIXME: oscillates?
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
actor.getClass().getMovementSettings(actor) = mMovement;
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void AiCombat::buildNewPath(const MWWorld::Ptr& actor)
|
|
|
|
{
|
|
|
|
//Construct path to target
|
|
|
|
ESM::Pathgrid::Point dest;
|
|
|
|
dest.mX = mTarget.getRefData().getPosition().pos[0];
|
|
|
|
dest.mY = mTarget.getRefData().getPosition().pos[1];
|
|
|
|
dest.mZ = mTarget.getRefData().getPosition().pos[2];
|
|
|
|
Ogre::Vector3 newPathTarget = Ogre::Vector3(dest.mX, dest.mY, dest.mZ);
|
|
|
|
|
|
|
|
float dist = -1; //hack to indicate first time, to construct a new path
|
|
|
|
if(!mPathFinder.getPath().empty())
|
|
|
|
{
|
|
|
|
ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
|
|
|
|
Ogre::Vector3 currPathTarget(lastPt.mX, lastPt.mY, lastPt.mZ);
|
|
|
|
dist = Ogre::Math::Abs((newPathTarget - currPathTarget).length());
|
|
|
|
}
|
|
|
|
|
|
|
|
float targetPosThreshold;
|
|
|
|
bool isOutside = actor.getCell()->getCell()->isExterior();
|
|
|
|
if (isOutside)
|
|
|
|
targetPosThreshold = 300;
|
|
|
|
else
|
|
|
|
targetPosThreshold = 100;
|
|
|
|
|
|
|
|
if((dist < 0) || (dist > targetPosThreshold))
|
|
|
|
{
|
|
|
|
//construct new path only if target has moved away more than on <targetPosThreshold>
|
|
|
|
ESM::Position pos = actor.getRefData().getPosition();
|
|
|
|
|
|
|
|
ESM::Pathgrid::Point start;
|
|
|
|
start.mX = pos.pos[0];
|
|
|
|
start.mY = pos.pos[1];
|
|
|
|
start.mZ = pos.pos[2];
|
|
|
|
|
|
|
|
if(!mPathFinder.isPathConstructed())
|
|
|
|
mPathFinder.buildPath(start, dest, actor.getCell(), isOutside);
|
|
|
|
else
|
|
|
|
{
|
|
|
|
PathFinder newPathFinder;
|
|
|
|
newPathFinder.buildPath(start, dest, actor.getCell(), isOutside);
|
|
|
|
|
|
|
|
//TO EXPLORE:
|
|
|
|
//maybe here is a mistake (?): PathFinder::getPathSize() returns number of grid points in the path,
|
|
|
|
//not the actual path length. Here we should know if the new path is actually more effective.
|
|
|
|
//if(pathFinder2.getPathSize() < mPathFinder.getPathSize())
|
|
|
|
if(!mPathFinder.getPath().empty())
|
|
|
|
{
|
|
|
|
newPathFinder.syncStart(mPathFinder.getPath());
|
|
|
|
mPathFinder = newPathFinder;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int AiCombat::getTypeId() const
|
|
|
|
{
|
|
|
|
return TypeIdCombat;
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned int AiCombat::getPriority() const
|
|
|
|
{
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
const std::string &AiCombat::getTargetId() const
|
|
|
|
{
|
|
|
|
return mTarget.getRefData().getHandle();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
AiCombat *MWMechanics::AiCombat::clone() const
|
|
|
|
{
|
|
|
|
return new AiCombat(*this);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
namespace
|
|
|
|
{
|
|
|
|
|
|
|
|
void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement)
|
|
|
|
{
|
|
|
|
if (weapon == NULL)
|
|
|
|
{
|
|
|
|
//hand-to-hand deal equal damage for each type
|
|
|
|
float roll = static_cast<float>(rand())/RAND_MAX;
|
|
|
|
if(roll <= 0.333f) //side punch
|
|
|
|
{
|
|
|
|
movement.mPosition[0] = (static_cast<float>(rand())/RAND_MAX < 0.5f)? 1: -1;
|
|
|
|
movement.mPosition[1] = 0;
|
|
|
|
}
|
|
|
|
else if(roll <= 0.666f) //forward punch
|
|
|
|
movement.mPosition[1] = 1;
|
|
|
|
else
|
|
|
|
{
|
|
|
|
movement.mPosition[1] = movement.mPosition[0] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
else if(roll <= (static_cast<float>(slash) + static_cast<float>(thrust))/total)
|
|
|
|
movement.mPosition[1] = 1;
|
|
|
|
else
|
|
|
|
movement.mPosition[1] = movement.mPosition[0] = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|