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

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#include "aicombat.hpp"
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#include <OgreMath.h>
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#include <components/esm/aisequence.hpp>
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#include "../mwworld/class.hpp"
#include "../mwworld/timestamp.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/esmstore.hpp"
#include "../mwworld/cellstore.hpp"
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#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/dialoguemanager.hpp"
#include "../mwrender/animation.hpp"
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#include "creaturestats.hpp"
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#include "steering.hpp"
#include "movement.hpp"
#include "character.hpp" // fixme: for getActiveWeapon
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namespace
{
static float sgn(Ogre::Radian a)
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{
if(a.valueDegrees() > 0)
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return 1.0;
return -1.0;
}
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//chooses an attack depending on probability to avoid uniformity
ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement);
void getMinMaxAttackDuration(const MWWorld::Ptr& actor, float (*fMinMaxDurations)[2]);
Ogre::Vector3 AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const Ogre::Vector3& vLastTargetPos,
float duration, int weapType, float strength);
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float getZAngleToDir(const Ogre::Vector3& dir, float dirLen = 0.0f)
{
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float len = (dirLen > 0.0f)? dirLen : dir.length();
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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)
{
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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;
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// 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 offsetXY)
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{
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*offsetXY + Ogre::Vector3::UNIT_Z * verticalOffset;
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// 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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}
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namespace MWMechanics
{
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static const float DOOR_CHECK_INTERVAL = 1.5f; // same as AiWander
// 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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mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId())
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, mMinMaxAttackDuration()
, mMovement()
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{
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init();
mLastTargetPos = Ogre::Vector3(actor.getRefData().getPosition().pos);
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}
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AiCombat::AiCombat(const ESM::AiSequence::AiCombat *combat)
: mMinMaxAttackDuration()
, mMovement()
{
mTargetActorId = combat->mTargetActorId;
init();
}
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void AiCombat::init()
{
mTimerAttack = 0;
mTimerReact = 0;
mTimerCombatMove = 0;
mFollowTarget = false;
mReadyToAttack = false;
mAttack = false;
mCombatMove = false;
mForceNoShortcut = false;
mStrength = 0;
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mCell = NULL;
mLastTargetPos = Ogre::Vector3(0,0,0);
mMinMaxAttackDurationInitialised = false;
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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:
*
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* +----(within strike range)----->attack--(beyond strike range)-->follow
* | | ^ | |
* | | | | |
* pursue<---(beyond follow range)-----+ +----(within strike range)---+ |
* ^ |
* | |
* +-------------------------(beyond follow range)--------------------+
*
*
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* 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)
*
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* +----------(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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{
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//General description
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if(actor.getClass().getCreatureStats(actor).isDead())
return true;
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
if(target.getClass().getCreatureStats(target).isDead())
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return true;
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const MWWorld::Class& actorClass = actor.getClass();
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MWBase::World* world = MWBase::Environment::get().getWorld();
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if (!actorClass.isNpc() &&
// 1. pure water creature and Player moved out of water
((target == world->getPlayerPtr() &&
actorClass.canSwim(actor) && !actor.getClass().canWalk(actor) && !world->isSwimming(target))
// 2. creature can't swim to target
|| (!actorClass.canSwim(actor) && world->isSwimming(target))))
{
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if (target == world->getPlayerPtr())
actorClass.getCreatureStats(actor).setHostile(false);
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actorClass.getCreatureStats(actor).setAttackingOrSpell(false);
return true;
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}
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//Update every frame
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if(mCombatMove)
{
mTimerCombatMove -= duration;
if( mTimerCombatMove <= 0)
{
mTimerCombatMove = 0;
mMovement.mPosition[1] = mMovement.mPosition[0] = 0;
mCombatMove = false;
}
}
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actorClass.getMovementSettings(actor) = mMovement;
actorClass.getMovementSettings(actor).mRotation[0] = 0;
actorClass.getMovementSettings(actor).mRotation[2] = 0;
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if(mMovement.mRotation[2] != 0)
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{
if(zTurn(actor, Ogre::Degree(mMovement.mRotation[2]))) mMovement.mRotation[2] = 0;
}
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if(mMovement.mRotation[0] != 0)
{
if(smoothTurn(actor, Ogre::Degree(mMovement.mRotation[0]), 0)) mMovement.mRotation[0] = 0;
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}
//TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f
float attacksPeriod = 1.0f;
ESM::Weapon::AttackType attackType;
if(mReadyToAttack)
{
if (!mMinMaxAttackDurationInitialised)
{
// TODO: this must be updated when a different weapon is equipped
getMinMaxAttackDuration(actor, mMinMaxAttackDuration);
mMinMaxAttackDurationInitialised = true;
}
if (mTimerAttack < 0) mAttack = false;
mTimerAttack -= duration;
}
else
{
mTimerAttack = -attacksPeriod;
mAttack = false;
}
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actorClass.getCreatureStats(actor).setAttackingOrSpell(mAttack);
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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;
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bool cellChange = mCell && (actor.getCell() != mCell);
if(!mCell || cellChange)
{
mCell = actor.getCell();
}
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const ESM::Weapon *weapon = NULL;
MWMechanics::WeaponType weaptype;
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float weapRange;
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actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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// Get weapon characteristics
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if (actorClass.hasInventoryStore(actor))
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{
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MWMechanics::DrawState_ state = actorClass.getCreatureStats(actor).getDrawState();
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if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
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actorClass.getCreatureStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
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// 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))
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//Get weapon speed and range
MWWorld::ContainerStoreIterator weaponSlot =
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MWMechanics::getActiveWeapon(actorClass.getCreatureStats(actor), actorClass.getInventoryStore(actor), &weaptype);
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if (weaptype == WeapType_HandToHand)
{
static float fHandToHandReach =
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world->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat();
weapRange = fHandToHandReach;
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}
else if (weaptype != WeapType_PickProbe && weaptype != WeapType_Spell)
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{
// All other WeapTypes are actually weapons, so get<ESM::Weapon> is safe.
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weapon = weaponSlot->get<ESM::Weapon>()->mBase;
weapRange = weapon->mData.mReach;
}
weapRange *= 100.0f;
}
else //is creature
{
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)
}
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;
}
// start new attack
if(mReadyToAttack)
{
if(mTimerAttack <= -attacksPeriod)
{
mAttack = true; // attack starts just now
if (!distantCombat) attackType = chooseBestAttack(weapon, mMovement);
else attackType = ESM::Weapon::AT_Chop; // cause it's =0
mStrength = static_cast<float>(rand()) / RAND_MAX;
// Note: may be 0 for some animations
mTimerAttack = mMinMaxAttackDuration[attackType][0] +
(mMinMaxAttackDuration[attackType][1] - mMinMaxAttackDuration[attackType][0]) * mStrength;
//say a provoking combat phrase
if (actor.getClass().isNpc())
{
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const MWWorld::ESMStore &store = world->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");
}
}
}
}
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/*
* Some notes on meanings of variables:
*
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* rangeAttack:
*
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* - Distance where attack using the actor's weapon is possible:
* longer for ranged weapons (obviously?) vs. melee weapons
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* - Determined by weapon's reach parameter; hardcoded value
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* for ranged weapon and for creatures
* - Once within this distance mFollowTarget is triggered
*
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* rangeFollow:
*
* - Applies to melee weapons or hand to hand only (or creatures without
* weapons)
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* - 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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ESM::Position pos = actor.getRefData().getPosition();
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Ogre::Vector3 vActorPos(pos.pos);
Ogre::Vector3 vTargetPos(target.getRefData().getPosition().pos);
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Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos;
float distToTarget = vDirToTarget.length();
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bool isStuck = false;
float speed = 0.0f;
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if(mMovement.mPosition[1] && (mLastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * tReaction / 2)
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isStuck = true;
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mLastActorPos = vActorPos;
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// check if actor can move along z-axis
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bool canMoveByZ = (actorClass.canSwim(actor) && world->isSwimming(actor))
|| world->isFlying(actor);
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// for distant combat we should know if target is in LOS even if distToTarget < rangeAttack
bool inLOS = distantCombat ? world->getLOS(actor, target) : true;
// (within attack dist) || (not quite attack dist while following)
if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && mFollowTarget && !isStuck)))
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{
//Melee and Close-up combat
// getXAngleToDir determines vertical angle to target:
// if actor can move along z-axis it will control movement dir
// if can't - it will control correct aiming.
// note: in getZAngleToDir if we preserve dir.z then horizontal angle can be inaccurate
if (distantCombat)
{
Ogre::Vector3 vAimDir = AimDirToMovingTarget(actor, target, mLastTargetPos, tReaction, weaptype, mStrength);
mLastTargetPos = vTargetPos;
mMovement.mRotation[0] = getXAngleToDir(vAimDir);
mMovement.mRotation[2] = getZAngleToDir(Ogre::Vector3(vAimDir.x, vAimDir.y, 0));
}
else
{
mMovement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
mMovement.mRotation[2] = getZAngleToDir(Ogre::Vector3(vDirToTarget.x, vDirToTarget.y, 0));
}
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// (not quite attack dist while following)
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if (mFollowTarget && distToTarget > rangeAttack)
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{
//Close-up combat: just run up on target
mMovement.mPosition[1] = 1;
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}
else // (within attack dist)
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{
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if(mMovement.mPosition[0] || mMovement.mPosition[1])
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{
mTimerCombatMove = 0.1f + 0.1f * static_cast<float>(rand())/RAND_MAX;
mCombatMove = true;
}
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// only NPCs are smart enough to use dodge movements
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else if(actorClass.isNpc() && (!distantCombat || (distantCombat && distToTarget < rangeAttack/2)))
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{
//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)
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{
mMovement.mPosition[1] = -1;
}
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mReadyToAttack = true;
//only once got in melee combat, actor is allowed to use close-up shortcutting
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mFollowTarget = true;
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}
}
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else // remote pathfinding
{
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bool preferShortcut = false;
if (!distantCombat) inLOS = world->getLOS(actor, target);
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// check if shortcut is available
if(inLOS && (!isStuck || mReadyToAttack)
&& (!mForceNoShortcut || (Ogre::Vector3(mShortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST))
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{
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if(speed == 0.0f) speed = actorClass.getSpeed(actor);
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// 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, Ogre::Vector3(vDirToTarget.x, vDirToTarget.y, 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
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}
// don't use pathgrid when actor can move in 3 dimensions
if(canMoveByZ) preferShortcut = true;
if(preferShortcut)
{
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if (canMoveByZ)
mMovement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
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mForceNoShortcut = false;
mShortcutFailPos.pos[0] = mShortcutFailPos.pos[1] = mShortcutFailPos.pos[2] = 0;
mPathFinder.clearPath();
}
else // if shortcut failed stick to path grid
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{
if(!isStuck && mShortcutFailPos.pos[0] == 0.0f && mShortcutFailPos.pos[1] == 0.0f && mShortcutFailPos.pos[2] == 0.0f)
{
mForceNoShortcut = true;
mShortcutFailPos = pos;
}
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mFollowTarget = false;
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buildNewPath(actor, target); //may fail to build a path, check before use
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//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();
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--pntIter;
Ogre::Vector3 vBeforeTarget = Ogre::Vector3(pntIter->mX, pntIter->mY, pntIter->mZ);
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// 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);
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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]);
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else
mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
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}
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}
mMovement.mPosition[1] = 1;
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if (mReadyToAttack)
{
// to stop possible sideway moving after target moved out of attack range
mCombatMove = true;
mTimerCombatMove = 0;
}
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mReadyToAttack = false;
}
if(!isStuck && distToTarget > rangeAttack && !distantCombat)
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{
//special run attack; it shouldn't affect melee combat tactics
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if(actorClass.getMovementSettings(actor).mPosition[1] == 1)
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{
/* check if actor can overcome the distance = distToTarget - attackerWeapRange
less than in time of swinging with weapon (t_swing), then start attacking
*/
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float speed1 = actorClass.getSpeed(actor);
float speed2 = target.getClass().getSpeed(target);
if(target.getClass().getMovementSettings(target).mPosition[0] == 0
&& target.getClass().getMovementSettings(target).mPosition[1] == 0)
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speed2 = 0;
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float s1 = distToTarget - weapRange;
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float t = s1/speed1;
float s2 = speed2 * t;
float t_swing =
mMinMaxAttackDuration[ESM::Weapon::AT_Thrust][0] +
(mMinMaxAttackDuration[ESM::Weapon::AT_Thrust][1] - mMinMaxAttackDuration[ESM::Weapon::AT_Thrust][0]) * static_cast<float>(rand()) / RAND_MAX;
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if (t + s2/speed1 <= t_swing)
{
mReadyToAttack = true;
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if(mTimerAttack <= -attacksPeriod)
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{
mTimerAttack = t_swing;
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mAttack = true;
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}
}
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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?
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if((distToTarget > rangeAttack || mFollowTarget) &&
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mObstacleCheck.check(actor, tReaction)) // check if evasive action needed
{
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// 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
}
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return false;
}
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void AiCombat::buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target)
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{
Ogre::Vector3 newPathTarget = Ogre::Vector3(target.getRefData().getPosition().pos);
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float dist;
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if(!mPathFinder.getPath().empty())
{
ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
Ogre::Vector3 currPathTarget(lastPt.mX, lastPt.mY, lastPt.mZ);
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dist = (newPathTarget - currPathTarget).length();
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}
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else dist = 1e+38F; // necessarily construct a new path
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float targetPosThreshold = (actor.getCell()->getCell()->isExterior())? 300 : 100;
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//construct new path only if target has moved away more than on [targetPosThreshold]
if(dist > targetPosThreshold)
{
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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];
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ESM::Pathgrid::Point dest;
dest.mX = newPathTarget.x;
dest.mY = newPathTarget.y;
dest.mZ = newPathTarget.z;
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if(!mPathFinder.isPathConstructed())
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mPathFinder.buildPath(start, dest, actor.getCell(), false);
else
{
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PathFinder newPathFinder;
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newPathFinder.buildPath(start, dest, actor.getCell(), false);
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if(!mPathFinder.getPath().empty())
{
newPathFinder.syncStart(mPathFinder.getPath());
mPathFinder = newPathFinder;
}
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}
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}
}
int AiCombat::getTypeId() const
{
return TypeIdCombat;
}
unsigned int AiCombat::getPriority() const
{
return 1;
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}
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MWWorld::Ptr AiCombat::getTarget() const
{
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return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
}
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AiCombat *MWMechanics::AiCombat::clone() const
{
return new AiCombat(*this);
}
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void AiCombat::writeState(ESM::AiSequence::AiSequence &sequence) const
{
std::auto_ptr<ESM::AiSequence::AiCombat> combat(new ESM::AiSequence::AiCombat());
combat->mTargetActorId = mTargetActorId;
ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Combat;
package.mPackage = combat.release();
sequence.mPackages.push_back(package);
}
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}
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namespace
{
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ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement)
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{
ESM::Weapon::AttackType attackType;
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if (weapon == NULL)
{
//hand-to-hand deal equal damage for each type
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float roll = static_cast<float>(rand())/RAND_MAX;
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if(roll <= 0.333f) //side punch
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{
movement.mPosition[0] = (static_cast<float>(rand())/RAND_MAX < 0.5f)? 1: -1;
movement.mPosition[1] = 0;
attackType = ESM::Weapon::AT_Slash;
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}
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else if(roll <= 0.666f) //forward punch
{
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movement.mPosition[1] = 1;
attackType = ESM::Weapon::AT_Thrust;
}
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else
{
movement.mPosition[1] = movement.mPosition[0] = 0;
attackType = ESM::Weapon::AT_Chop;
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}
}
else
{
//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;
attackType = ESM::Weapon::AT_Slash;
}
else if(roll <= (static_cast<float>(slash) + static_cast<float>(thrust))/total)
{
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movement.mPosition[1] = 1;
attackType = ESM::Weapon::AT_Thrust;
}
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else
{
movement.mPosition[1] = movement.mPosition[0] = 0;
attackType = ESM::Weapon::AT_Chop;
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}
}
return attackType;
}
void getMinMaxAttackDuration(const MWWorld::Ptr& actor, float (*fMinMaxDurations)[2])
{
if (!actor.getClass().hasInventoryStore(actor)) // creatures
{
fMinMaxDurations[0][0] = fMinMaxDurations[0][1] = 0.1f;
fMinMaxDurations[1][0] = fMinMaxDurations[1][1] = 0.1f;
fMinMaxDurations[2][0] = fMinMaxDurations[2][1] = 0.1f;
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return;
}
// get weapon information: type and speed
const ESM::Weapon *weapon = NULL;
MWMechanics::WeaponType weaptype;
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MWWorld::ContainerStoreIterator weaponSlot =
MWMechanics::getActiveWeapon(actor.getClass().getCreatureStats(actor), actor.getClass().getInventoryStore(actor), &weaptype);
float weapSpeed;
if (weaptype != MWMechanics::WeapType_HandToHand)
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{
weapon = weaponSlot->get<ESM::Weapon>()->mBase;
weapSpeed = weapon->mData.mSpeed;
}
else weapSpeed = 1.0f;
MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(actor);
std::string weapGroup;
MWMechanics::getWeaponGroup(weaptype, weapGroup);
weapGroup = weapGroup + ": ";
bool bRangedWeap = (weaptype >= MWMechanics::WeapType_BowAndArrow && weaptype <= MWMechanics::WeapType_Thrown);
const char *attackType[] = {"chop ", "slash ", "thrust ", "shoot "};
std::string textKey = "start";
std::string textKey2;
// get durations for each attack type
for (int i = 0; i < (bRangedWeap ? 1 : 3); i++)
{
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float start1 = anim->getTextKeyTime(weapGroup + (bRangedWeap ? attackType[3] : attackType[i]) + textKey);
if (start1 < 0)
{
fMinMaxDurations[i][0] = fMinMaxDurations[i][1] = 0.1f;
continue;
}
textKey2 = "min attack";
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float start2 = anim->getTextKeyTime(weapGroup + (bRangedWeap ? attackType[3] : attackType[i]) + textKey2);
fMinMaxDurations[i][0] = (start2 - start1) / weapSpeed;
textKey2 = "max attack";
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start1 = anim->getTextKeyTime(weapGroup + (bRangedWeap ? attackType[3] : attackType[i]) + textKey2);
fMinMaxDurations[i][1] = fMinMaxDurations[i][0] + (start1 - start2) / weapSpeed;
}
}
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Ogre::Vector3 AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const Ogre::Vector3& vLastTargetPos,
float duration, int weapType, float strength)
{
float projSpeed;
// get projectile speed (depending on weapon type)
if (weapType == ESM::Weapon::MarksmanThrown)
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{
static float fThrownWeaponMinSpeed =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fThrownWeaponMinSpeed")->getFloat();
static float fThrownWeaponMaxSpeed =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fThrownWeaponMaxSpeed")->getFloat();
projSpeed =
fThrownWeaponMinSpeed + (fThrownWeaponMaxSpeed - fThrownWeaponMinSpeed) * strength;
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}
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else
{
static float fProjectileMinSpeed =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fProjectileMinSpeed")->getFloat();
static float fProjectileMaxSpeed =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fProjectileMaxSpeed")->getFloat();
projSpeed =
fProjectileMinSpeed + (fProjectileMaxSpeed - fProjectileMinSpeed) * strength;
}
// idea: perpendicular to dir to target speed components of target move vector and projectile vector should be the same
Ogre::Vector3 vActorPos = Ogre::Vector3(actor.getRefData().getPosition().pos);
Ogre::Vector3 vTargetPos = Ogre::Vector3(target.getRefData().getPosition().pos);
Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos;
float distToTarget = vDirToTarget.length();
Ogre::Vector3 vTargetMoveDir = vTargetPos - vLastTargetPos;
vTargetMoveDir /= duration; // |vTargetMoveDir| is target real speed in units/sec now
Ogre::Vector3 vPerpToDir = vDirToTarget.crossProduct(Ogre::Vector3::UNIT_Z);
float velPerp = vTargetMoveDir.dotProduct(vPerpToDir.normalisedCopy());
float velDir = vTargetMoveDir.dotProduct(vDirToTarget.normalisedCopy());
// time to collision between target and projectile
float t_collision;
float projVelDirSquared = projSpeed * projSpeed - velPerp * velPerp;
float projDistDiff = vDirToTarget.dotProduct(vTargetMoveDir.normalisedCopy());
projDistDiff = sqrt(distToTarget * distToTarget - projDistDiff * projDistDiff);
if (projVelDirSquared > 0)
t_collision = projDistDiff / (sqrt(projVelDirSquared) - velDir);
else t_collision = 0; // speed of projectile is not enough to reach moving target
return vTargetPos + vTargetMoveDir * t_collision - vActorPos;
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}
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}