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

424 lines
15 KiB
C++

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#include "aicombat.hpp"
#include "aifollow.hpp"
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#include "movement.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/timestamp.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "character.hpp"
#include "../mwworld/inventorystore.hpp"
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#include "creaturestats.hpp"
#include "npcstats.hpp"
#include <OgreMath.h>
#include <OgreVector3.h>
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);
}
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namespace MWMechanics
{
AiCombat::AiCombat(const MWWorld::Ptr& actor) :
mTarget(actor),
mTimerAttack(0),
mTimerReact(0),
mTimerCombatMove(0),
mFollowTarget(false),
mReadyToAttack(false),
mStrike(false),
mCombatMove(false),
mMovement()
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{
}
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bool AiCombat::execute (const MWWorld::Ptr& actor,float duration)
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{
//General description
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if(!actor.getClass().getCreatureStats(actor).isHostile()
|| actor.getClass().getCreatureStats(actor).getHealth().getCurrent() <= 0)
return true;
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if(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().getCreatureStats(actor).setAttackingOrSpell(mReadyToAttack);
mTimerAttack -= duration;
actor.getClass().getCreatureStats(actor).setAttackingOrSpell(mStrike);
float tReaction = 0.25f;
if(mTimerReact < tReaction)
{
mTimerReact += duration;
return false;
}
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//Update with period = tReaction
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mTimerReact = 0;
//actual attacking logic
//TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f
float attackPeriod = 1.0f;
if(mReadyToAttack)
{
if(mTimerAttack <= -attackPeriod)
{
//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 = 0.35f * static_cast<float>(rand())/RAND_MAX;
mStrike = 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)
mStrike = false;
}
else
{
mTimerAttack = -attackPeriod;
mStrike = false;
}
const MWWorld::Class &cls = actor.getClass();
const ESM::Weapon *weapon = NULL;
MWMechanics::WeaponType weaptype;
float weapRange, weapSpeed = 1.0f;
actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
if (actor.getClass().hasInventoryStore(actor))
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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)
actor.getClass().getNpcStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
//Get weapon speed and range
MWWorld::ContainerStoreIterator weaponSlot =
MWMechanics::getActiveWeapon(cls.getNpcStats(actor), cls.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
{
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)
}
//MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
ESM::Position pos = actor.getRefData().getPosition();
float zAngle;
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float rangeMelee;
float rangeCloseUp;
bool distantCombat = false;
if (weaptype==WeapType_BowAndArrow || weaptype==WeapType_Crossbow || weaptype==WeapType_ThowWeapon)
{
rangeMelee = 1000; // TODO: should depend on archer skill
rangeCloseUp = 0; //doesn't needed when attacking from distance
distantCombat = true;
}
else
{
rangeMelee = weapRange;
rangeCloseUp = 300;
}
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Ogre::Vector3 vStart(pos.pos[0], pos.pos[1], pos.pos[2]);
ESM::Position targetPos = mTarget.getRefData().getPosition();
Ogre::Vector3 vDest(targetPos.pos[0], targetPos.pos[1], targetPos.pos[2]);
Ogre::Vector3 vDir = vDest - vStart;
float distBetween = vDir.length();
if(distBetween < rangeMelee || (distBetween <= rangeCloseUp && mFollowTarget) )
{
//Melee and Close-up combat
vDir.z = 0;
float dirLen = vDir.length();
zAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / dirLen) * sgn(Ogre::Math::ASin(vDir.x / dirLen)) ).valueDegrees();
// TODO: use movement settings instead of rotating directly
MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
//MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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//bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget);
if (mFollowTarget && distBetween > rangeMelee)
{
//Close-up combat: just run up on target
mMovement.mPosition[1] = 1;
}
else
{
//Melee: stop running and attack
mMovement.mPosition[1] = 0;
chooseBestAttack(weapon, mMovement);
if(mMovement.mPosition[0] != 0 || mMovement.mPosition[1])
{
mTimerCombatMove = 0.1f + 0.1f * static_cast<float>(rand())/RAND_MAX;
mCombatMove = true;
}
else if(actor.getClass().isNpc() && (!distantCombat || (distantCombat && rangeMelee/5)))
{
//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 && 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 OR follow target (if previously actor had reached it once)
/*
//apply when AIFOLLOW package implementation will be existent
if(mFollowTarget)
actor.getClass().getCreatureStats(actor).getAiSequence().stack(AiFollow(mTarget));*/
mFollowTarget = false;
buildNewPath(actor);
//delete visited path node
mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]);
//try shortcut
if(vDir.length() < mPathFinder.getDistToNext(pos.pos[0],pos.pos[1],pos.pos[2]) && MWBase::Environment::get().getWorld()->getLOS(actor, mTarget))
zAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / vDir.length()) * sgn(Ogre::Math::ASin(vDir.x / vDir.length())) ).valueDegrees();
else
zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
// TODO: use movement settings instead of rotating directly
MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
//MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
mMovement.mPosition[1] = 1;
mReadyToAttack = false;
}
if(distBetween > rangeMelee)
{
//special run attack; it shouldn't affect melee combat tactics
if(actor.getClass().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 = 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;//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;
}
}
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}
}
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return false;
}
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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);
ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
Ogre::Vector3 currPathTarget(lastPt.mX, lastPt.mY, lastPt.mZ);
float dist = Ogre::Math::Abs((newPathTarget - currPathTarget).length());
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float targetPosThreshold;
bool isOutside = actor.getCell()->mCell->isExterior();
if (isOutside)
targetPosThreshold = 300;
else
targetPosThreshold = 100;
if(dist > targetPosThreshold)
{
//construct new path only if target has moved away more than on <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];
const ESM::Pathgrid *pathgrid =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
float xCell = 0;
float yCell = 0;
if (actor.getCell()->mCell->isExterior())
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{
xCell = actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE;
yCell = actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE;
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}
if(!mPathFinder.isPathConstructed())
mPathFinder.buildPath(start, dest, pathgrid, xCell, yCell, isOutside);
else
{
PathFinder newPathFinder;
newPathFinder.buildPath(start, dest, pathgrid, xCell, yCell, 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())
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 std::string &AiCombat::getTargetId() const
{
return mTarget.getRefData().getHandle();
}
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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 and creatures' attacks 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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}
}