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openmw-tes3mp/apps/openmw/mwmechanics/aicombat.cpp

684 lines
27 KiB
C++

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#include "aicombat.hpp"
#include <OgreMath.h>
#include <OgreVector3.h>
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#include "../mwworld/class.hpp"
#include "../mwworld/timestamp.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/dialoguemanager.hpp"
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#include "creaturestats.hpp"
#include "steering.hpp"
#include "movement.hpp"
#include "character.hpp" // fixme: for getActiveWeapon
namespace
{
static float sgn(Ogre::Radian a)
{
if(a.valueDegrees() > 0)
return 1.0;
return -1.0;
}
//chooses an attack depending on probability to avoid uniformity
void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement);
float getZAngleToDir(const Ogre::Vector3& dir, float dirLen = 0.0f)
{
float len = (dirLen > 0.0f)? dirLen : dir.length();
return Ogre::Radian( Ogre::Math::ACos(dir.y / len) * sgn(Ogre::Math::ASin(dir.x / len)) ).valueDegrees();
}
float getXAngleToDir(const Ogre::Vector3& dir, float dirLen = 0.0f)
{
float len = (dirLen > 0.0f)? dirLen : dir.length();
return Ogre::Radian(-Ogre::Math::ASin(dir.z / len)).valueDegrees();
}
const float PATHFIND_Z_REACH = 50.0f;
// distance at which actor pays more attention to decide whether to shortcut or stick to pathgrid
const float PATHFIND_CAUTION_DIST = 500.0f;
// distance after which actor (failed previously to shortcut) will try again
const float PATHFIND_SHORTCUT_RETRY_DIST = 300.0f;
// cast up-down ray with some offset from actor position to check for pits/obstacles on the way to target;
// magnitude of pits/obstacles is defined by PATHFIND_Z_REACH
bool checkWayIsClear(const Ogre::Vector3& from, const Ogre::Vector3& to, float offset)
{
if((to - from).length() >= PATHFIND_CAUTION_DIST || abs(from.z - to.z) <= PATHFIND_Z_REACH)
{
Ogre::Vector3 dir = to - from;
dir.z = 0;
dir.normalise();
float verticalOffset = 200; // instead of '200' here we want the height of the actor
Ogre::Vector3 _from = from + dir*offset + Ogre::Vector3::UNIT_Z * verticalOffset;
// cast up-down ray and find height in world space of hit
float h = _from.z - MWBase::Environment::get().getWorld()->getDistToNearestRayHit(_from, -Ogre::Vector3::UNIT_Z, verticalOffset + PATHFIND_Z_REACH + 1);
if(abs(from.z - h) <= PATHFIND_Z_REACH)
return true;
}
return false;
}
}
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namespace MWMechanics
{
static const float MAX_ATTACK_DURATION = 0.35f;
static const float DOOR_CHECK_INTERVAL = 1.5f; // same as AiWander
// NOTE: MIN_DIST_TO_DOOR_SQUARED is defined in obstacle.hpp
AiCombat::AiCombat(const MWWorld::Ptr& actor) :
mTarget(actor),
mTimerAttack(0),
mTimerReact(0),
mTimerCombatMove(0),
mFollowTarget(false),
mReadyToAttack(false),
mAttack(false),
mCombatMove(false),
mMovement(),
mForceNoShortcut(false),
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mShortcutFailPos(),
mBackOffDoor(false),
mCell(NULL),
mDoorIter(actor.getCell()->get<ESM::Door>().mList.end()),
mDoors(actor.getCell()->get<ESM::Door>()),
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mDoorCheckDuration(0)
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{
}
/*
* Current AiCombat movement states (as of 0.29.0), ignoring the details of the
* attack states such as CombatMove, Strike and ReadyToAttack:
*
* +----(within strike range)----->attack--(beyond strike range)-->follow
* | | ^ | |
* | | | | |
* pursue<---(beyond follow range)-----+ +----(within strike range)---+ |
* ^ |
* | |
* +-------------------------(beyond follow range)--------------------+
*
*
* Below diagram is high level only, the code detail is a little different
* (but including those detail will just complicate the diagram w/o adding much)
*
* +----------(same)-------------->attack---------(same)---------->follow
* | |^^ |||
* | ||| |||
* | +--(same)-----------------+|+----------(same)------------+||
* | | | ||
* | | | (in range) ||
* | <---+ (too far) | ||
* pursue<-------------------------[door open]<-----+ ||
* ^^^ | ||
* ||| | ||
* ||+----------evade-----+ | ||
* || | [closed door] | ||
* |+----> maybe stuck, check --------------> back up, check door ||
* | ^ | ^ | ^ ||
* | | | | | | ||
* | | +---+ +---+ ||
* | +-------------------------------------------------------+|
* | |
* +---------------------------(same)---------------------------------+
*
* FIXME:
*
* The new scheme is way too complicated, should really be implemented as a
* proper state machine.
*
* TODO:
*
* Use the Observer Pattern to co-ordinate attacks, provide intelligence on
* whether the target was hit, etc.
*/
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bool AiCombat::execute (const MWWorld::Ptr& actor,float duration)
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{
//General description
if(actor.getClass().getCreatureStats(actor).isDead()
|| mTarget.getClass().getCreatureStats(mTarget).isDead() )
return true;
//Update every frame
if(mCombatMove)
{
mTimerCombatMove -= duration;
if( mTimerCombatMove <= 0)
{
mTimerCombatMove = 0;
mMovement.mPosition[1] = mMovement.mPosition[0] = 0;
mCombatMove = false;
}
}
actor.getClass().getMovementSettings(actor) = mMovement;
actor.getClass().getMovementSettings(actor).mRotation[0] = 0;
actor.getClass().getMovementSettings(actor).mRotation[2] = 0;
if(mMovement.mRotation[2] != 0)
{
if(zTurn(actor, Ogre::Degree(mMovement.mRotation[2]))) mMovement.mRotation[2] = 0;
}
if(mMovement.mRotation[0] != 0)
{
if(smoothTurn(actor, Ogre::Degree(mMovement.mRotation[0]), 0)) mMovement.mRotation[0] = 0;
}
mTimerAttack -= duration;
actor.getClass().getCreatureStats(actor).setAttackingOrSpell(mAttack);
float tReaction = 0.25f;
if(mTimerReact < tReaction)
{
mTimerReact += duration;
return false;
}
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//Update with period = tReaction
mTimerReact = 0;
bool cellChange = mCell && (actor.getCell() != mCell);
if(!mCell || cellChange)
{
mCell = actor.getCell();
}
//actual attacking logic
//TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f
float attacksPeriod = 1.0f;
if(mReadyToAttack)
{
if(mTimerAttack <= -attacksPeriod)
{
//TODO: should depend on time between 'start' to 'min attack'
//for better controlling of NPCs' attack strength.
//Also it seems that this time is different for slash/thrust/chop
mTimerAttack = MAX_ATTACK_DURATION * static_cast<float>(rand())/RAND_MAX;
mAttack = true;
//say a provoking combat phrase
if (actor.getClass().isNpc())
{
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt();
int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99]
if (roll < chance)
{
MWBase::Environment::get().getDialogueManager()->say(actor, "attack");
}
}
}
else if (mTimerAttack <= 0)
mAttack = false;
}
else
{
mTimerAttack = -attacksPeriod;
mAttack = false;
}
const MWWorld::Class &actorCls = actor.getClass();
const ESM::Weapon *weapon = NULL;
MWMechanics::WeaponType weaptype;
float weapRange, weapSpeed = 1.0f;
actorCls.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
// Get weapon characteristics
if (actorCls.hasInventoryStore(actor))
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{
MWMechanics::DrawState_ state = actorCls.getCreatureStats(actor).getDrawState();
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if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
actorCls.getCreatureStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
// TODO: Check equipped weapon and equip a different one if we can't attack with it
// (e.g. no ammunition, or wrong type of ammunition equipped, etc. autoEquip is not very smart in this regard))
//Get weapon speed and range
MWWorld::ContainerStoreIterator weaponSlot =
MWMechanics::getActiveWeapon(actorCls.getCreatureStats(actor), actorCls.getInventoryStore(actor), &weaptype);
if (weaptype == WeapType_HandToHand)
{
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
weapRange = gmst.find("fHandToHandReach")->getFloat();
}
else if (weaptype != WeapType_PickProbe && weaptype != WeapType_Spell)
{
// All other WeapTypes are actually weapons, so get<ESM::Weapon> is safe.
weapon = weaponSlot->get<ESM::Weapon>()->mBase;
weapRange = weapon->mData.mReach;
weapSpeed = weapon->mData.mSpeed;
}
weapRange *= 100.0f;
}
else //is creature
{
weaptype = WeapType_HandToHand; //doesn't matter, should only reflect if it is melee or distant weapon
weapRange = 150; //TODO: use true attack range (the same problem in Creature::hit)
}
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/*
* Some notes on meanings of variables:
*
* rangeAttack:
*
* - Distance where attack using the actor's weapon is possible:
* longer for ranged weapons (obviously?) vs. melee weapons
* - Determined by weapon's reach parameter; hardcoded value
* for ranged weapon and for creatures
* - Once within this distance mFollowTarget is triggered
*
* rangeFollow:
*
* - Applies to melee weapons or hand to hand only (or creatures without
* weapons)
* - Distance a little further away than the actor's weapon reach
* i.e. rangeFollow > rangeAttack for melee weapons
* - Hardcoded value (0 for ranged weapons)
* - Once the target gets beyond this distance mFollowTarget is cleared
* and a path to the target needs to be found
*
* mFollowTarget:
*
* - Once triggered, the actor follows the target with LOS shortcut
* (the shortcut really only applies to cells where pathgrids are
* available, since the default path without pathgrids is direct to
* target even if LOS is not achieved)
*/
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float rangeAttack;
float rangeFollow;
bool distantCombat = false;
if (weaptype == WeapType_BowAndArrow || weaptype == WeapType_Crossbow || weaptype == WeapType_Thrown)
{
rangeAttack = 1000; // TODO: should depend on archer skill
rangeFollow = 0; // not needed in ranged combat
distantCombat = true;
}
else
{
rangeAttack = weapRange;
rangeFollow = 300;
}
ESM::Position pos = actor.getRefData().getPosition();
Ogre::Vector3 vActorPos(pos.pos);
Ogre::Vector3 vTargetPos(mTarget.getRefData().getPosition().pos);
Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos;
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bool isStuck = false;
float speed = 0.0f;
if(mMovement.mPosition[1] && (Ogre::Vector3(mLastPos.pos) - vActorPos).length() < (speed = actorCls.getSpeed(actor)) / 10.0f)
isStuck = true;
mLastPos = pos;
// check if actor can move along z-axis
bool canMoveByZ = (actorCls.canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(actor))
|| MWBase::Environment::get().getWorld()->isFlying(actor);
// determine vertical angle to target
// if actor can move along z-axis it will control movement dir
// if can't - it will control correct aiming
mMovement.mRotation[0] = getXAngleToDir(vDirToTarget);
vDirToTarget.z = 0;
float distToTarget = vDirToTarget.length();
// (within strike dist) || (not quite strike dist while following)
if(distToTarget < rangeAttack || (distToTarget <= rangeFollow && mFollowTarget && !isStuck) )
{
//Melee and Close-up combat
mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
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// (not quite strike dist while following)
if (mFollowTarget && distToTarget > rangeAttack)
{
//Close-up combat: just run up on target
mMovement.mPosition[1] = 1;
}
else // (within strike 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)))
{
//apply sideway movement (kind of dodging) with some probability
if(static_cast<float>(rand())/RAND_MAX < 0.25)
{
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;
}
}
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if(distantCombat && distToTarget < rangeAttack/4)
{
mMovement.mPosition[1] = -1;
}
mReadyToAttack = true;
//only once got in melee combat, actor is allowed to use close-up shortcutting
mFollowTarget = true;
}
}
else // remote pathfinding
{
bool preferShortcut = false;
bool inLOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget);
if(mReadyToAttack) isStuck = false;
// check if shortcut is available
if(!isStuck
&& (!mForceNoShortcut
|| (Ogre::Vector3(mShortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST)
&& inLOS)
{
if(speed == 0.0f) speed = actorCls.getSpeed(actor);
// maximum dist before pit/obstacle for actor to avoid them depending on his speed
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float maxAvoidDist = tReaction * speed + speed / MAX_VEL_ANGULAR.valueRadians() * 2; // *2 - for reliability
preferShortcut = checkWayIsClear(vActorPos, vTargetPos, distToTarget > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
}
// don't use pathgrid when actor can move in 3 dimensions
if(canMoveByZ) preferShortcut = true;
if(preferShortcut)
{
mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
mForceNoShortcut = false;
mShortcutFailPos.pos[0] = mShortcutFailPos.pos[1] = mShortcutFailPos.pos[2] = 0;
mPathFinder.clearPath();
}
else // if shortcut failed stick to path grid
{
if(!isStuck && mShortcutFailPos.pos[0] == 0.0f && mShortcutFailPos.pos[1] == 0.0f && mShortcutFailPos.pos[2] == 0.0f)
{
mForceNoShortcut = true;
mShortcutFailPos = pos;
}
mFollowTarget = false;
buildNewPath(actor); //may fail to build a path, check before use
//delete visited path node
mPathFinder.checkWaypoint(pos.pos[0],pos.pos[1],pos.pos[2]);
// This works on the borders between the path grid and areas with no waypoints.
if(inLOS && mPathFinder.getPath().size() > 1)
{
// get point just before target
std::list<ESM::Pathgrid::Point>::const_iterator pntIter = --mPathFinder.getPath().end();
--pntIter;
Ogre::Vector3 vBeforeTarget = Ogre::Vector3(pntIter->mX, pntIter->mY, pntIter->mZ);
// if current actor pos is closer to target then last point of path (excluding target itself) then go straight on target
if(distToTarget <= (vTargetPos - vBeforeTarget).length())
{
mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
preferShortcut = true;
}
}
// if there is no new path, then go straight on target
if(!preferShortcut)
{
if(!mPathFinder.getPath().empty())
mMovement.mRotation[2] = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
else
mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
}
}
mMovement.mPosition[1] = 1;
mReadyToAttack = false;
}
if(distToTarget > rangeAttack && !distantCombat)
{
//special run attack; it shouldn't affect melee combat tactics
if(actorCls.getMovementSettings(actor).mPosition[1] == 1)
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{
//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);
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 = 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
if (t + s2/speed1 <= t_swing)
{
mReadyToAttack = true;
if(mTimerAttack <= -attacksPeriod)
{
mTimerAttack = MAX_ATTACK_DURATION * static_cast<float>(rand())/RAND_MAX;
mAttack = true;
}
}
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}
}
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// NOTE: This section gets updated every tReaction, which is currently hard
// coded at 250ms or 1/4 second
//
// TODO: Add a parameter to vary DURATION_SAME_SPOT?
MWWorld::CellStore *cell = actor.getCell();
if((distToTarget > rangeAttack || mFollowTarget) &&
mObstacleCheck.check(actor, tReaction)) // check if evasive action needed
{
// first check if we're walking into a door
mDoorCheckDuration += 1.0f; // add time taken for obstacle check
if(mDoorCheckDuration >= DOOR_CHECK_INTERVAL && !cell->getCell()->isExterior())
{
mDoorCheckDuration = 0;
// Check all the doors in this cell
mDoors = cell->get<ESM::Door>(); // update
mDoorIter = mDoors.mList.begin();
for (; mDoorIter != mDoors.mList.end(); ++mDoorIter)
{
MWWorld::LiveCellRef<ESM::Door>& ref = *mDoorIter;
float minSqr = 1.3*1.3*MIN_DIST_TO_DOOR_SQUARED; // for legibility
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if(vActorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr &&
ref.mData.getLocalRotation().rot[2] < 0.4f) // even small opening
{
//std::cout<<"closed door id \""<<ref.mRef.mRefID<<"\""<<std::endl;
mBackOffDoor = true;
mObstacleCheck.clear();
if(mFollowTarget)
mFollowTarget = false;
break;
}
}
}
else // probably walking into another NPC TODO: untested in combat situation
{
// 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(mFollowTarget)
mFollowTarget = false;
// FIXME: can fool actors to stay behind doors, etc.
// Related to Bug#1102 and to some degree #1155 as well
}
}
if(!cell->getCell()->isExterior() && !mDoors.mList.empty())
{
MWWorld::LiveCellRef<ESM::Door>& ref = *mDoorIter;
float minSqr = 1.6 * 1.6 * MIN_DIST_TO_DOOR_SQUARED; // for legibility
// TODO: add reaction to checking open doors
if(mBackOffDoor &&
vActorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr)
{
mMovement.mPosition[1] = -0.2; // back off, but slowly
}
else if(mBackOffDoor &&
mDoorIter != mDoors.mList.end() &&
ref.mData.getLocalRotation().rot[2] >= 1)
{
mDoorIter = mDoors.mList.end();
mBackOffDoor = false;
//std::cout<<"open door id \""<<ref.mRef.mRefID<<"\""<<std::endl;
mMovement.mPosition[1] = 1;
}
}
return false;
}
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void AiCombat::buildNewPath(const MWWorld::Ptr& actor)
{
Ogre::Vector3 newPathTarget = Ogre::Vector3(mTarget.getRefData().getPosition().pos);
float dist;
if(!mPathFinder.getPath().empty())
{
ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
Ogre::Vector3 currPathTarget(lastPt.mX, lastPt.mY, lastPt.mZ);
dist = (newPathTarget - currPathTarget).length();
}
else dist = 1e+38F; // necessarily construct a new path
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float targetPosThreshold = (actor.getCell()->getCell()->isExterior())? 300 : 100;
//construct new path only if target has moved away more than on [targetPosThreshold]
if(dist > targetPosThreshold)
{
ESM::Position pos = actor.getRefData().getPosition();
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ESM::Pathgrid::Point start;
start.mX = pos.pos[0];
start.mY = pos.pos[1];
start.mZ = pos.pos[2];
ESM::Pathgrid::Point dest;
dest.mX = newPathTarget.x;
dest.mY = newPathTarget.y;
dest.mZ = newPathTarget.z;
if(!mPathFinder.isPathConstructed())
mPathFinder.buildPath(start, dest, actor.getCell(), false);
else
{
PathFinder newPathFinder;
newPathFinder.buildPath(start, dest, actor.getCell(), false);
if(!mPathFinder.getPath().empty())
{
newPathFinder.syncStart(mPathFinder.getPath());
mPathFinder = newPathFinder;
}
}
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}
}
int AiCombat::getTypeId() const
{
return TypeIdCombat;
}
unsigned int AiCombat::getPriority() const
{
return 1;
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}
const MWWorld::Ptr &AiCombat::getTarget() const
{
return mTarget;
}
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AiCombat *MWMechanics::AiCombat::clone() const
{
return new AiCombat(*this);
}
}
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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;
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}
}