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#include "creaturestats.hpp"
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#include <algorithm>
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#include "../mwworld/esmstore.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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namespace MWMechanics
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{
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CreatureStats::CreatureStats()
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: mLevel (0), mHello (0), mFight (0), mFlee (0), mAlarm (0), mLevelHealthBonus(0.f), mDead (false)
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{
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}
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void CreatureStats::increaseLevelHealthBonus (float value)
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{
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mLevelHealthBonus += value;
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}
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float CreatureStats::getLevelHealthBonus () const
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{
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return mLevelHealthBonus;
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}
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const AiSequence& CreatureStats::getAiSequence() const
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{
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return mAiSequence;
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}
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AiSequence& CreatureStats::getAiSequence()
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{
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return mAiSequence;
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}
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float CreatureStats::getFatigueTerm() const
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{
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int max = getFatigue().getModified();
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int current = getFatigue().getCurrent();
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float normalised = max==0 ? 1 : std::max (0.0f, static_cast<float> (current)/max);
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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return store.gameSettings.find ("fFatigueBase")->getFloat()
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- store.gameSettings.find ("fFatigueMult")->getFloat() * (1-normalised);
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}
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const Stat<int> &CreatureStats::getAttribute(int index) const
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{
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if (index < 0 || index > 7) {
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throw std::runtime_error("attribute index is out of range");
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}
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return mAttributes[index];
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}
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const DynamicStat<float> &CreatureStats::getHealth() const
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{
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return mDynamic[0];
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}
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const DynamicStat<float> &CreatureStats::getMagicka() const
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{
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return mDynamic[1];
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}
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const DynamicStat<float> &CreatureStats::getFatigue() const
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{
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return mDynamic[2];
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}
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const Spells &CreatureStats::getSpells() const
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{
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return mSpells;
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}
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const ActiveSpells &CreatureStats::getActiveSpells() const
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{
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return mActiveSpells;
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}
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const MagicEffects &CreatureStats::getMagicEffects() const
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{
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return mMagicEffects;
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}
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int CreatureStats::getLevel() const
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{
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return mLevel;
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}
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int CreatureStats::getHello() const
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{
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return mHello;
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}
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int CreatureStats::getFight() const
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{
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return mFight;
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}
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int CreatureStats::getFlee() const
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{
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return mFlee;
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}
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int CreatureStats::getAlarm() const
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{
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return mAlarm;
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}
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Stat<int> &CreatureStats::getAttribute(int index)
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{
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if (index < 0 || index > 7) {
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throw std::runtime_error("attribute index is out of range");
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}
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return mAttributes[index];
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}
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const DynamicStat<float> &CreatureStats::getDynamic(int index) const
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{
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if (index < 0 || index > 2) {
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throw std::runtime_error("dynamic stat index is out of range");
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}
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return mDynamic[index];
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}
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Spells &CreatureStats::getSpells()
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{
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return mSpells;
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}
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void CreatureStats::setSpells(const Spells &spells)
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{
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mSpells = spells;
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}
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ActiveSpells &CreatureStats::getActiveSpells()
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{
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return mActiveSpells;
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}
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MagicEffects &CreatureStats::getMagicEffects()
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{
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return mMagicEffects;
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}
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void CreatureStats::setAttribute(int index, const Stat<int> &value)
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{
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if (index < 0 || index > 7) {
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throw std::runtime_error("attribute index is out of range");
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}
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mAttributes[index] = value;
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}
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void CreatureStats::setHealth(const DynamicStat<float> &value)
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{
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setDynamic (0, value);
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}
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void CreatureStats::setMagicka(const DynamicStat<float> &value)
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{
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setDynamic (1, value);
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}
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void CreatureStats::setFatigue(const DynamicStat<float> &value)
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{
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setDynamic (2, value);
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}
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void CreatureStats::setDynamic (int index, const DynamicStat<float> &value)
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{
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if (index < 0 || index > 2)
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throw std::runtime_error("dynamic stat index is out of range");
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mDynamic[index] = value;
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if (index==0 && mDynamic[index].getCurrent()<1)
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mDead = true;
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}
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void CreatureStats::setLevel(int level)
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{
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mLevel = level;
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}
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void CreatureStats::setActiveSpells(const ActiveSpells &active)
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{
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mActiveSpells = active;
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}
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void CreatureStats::setMagicEffects(const MagicEffects &effects)
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{
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mMagicEffects = effects;
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}
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void CreatureStats::setHello(int value)
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{
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mHello = value;
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}
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void CreatureStats::setFight(int value)
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{
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mFight = value;
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}
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void CreatureStats::setFlee(int value)
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{
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mFlee = value;
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}
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void CreatureStats::setAlarm(int value)
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{
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mAlarm = value;
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}
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bool CreatureStats::isDead() const
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{
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return mDead;
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}
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void CreatureStats::resurrect()
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{
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if (mDead)
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{
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if (mDynamic[0].getCurrent()<1)
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mDynamic[0].setCurrent (1);
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if (mDynamic[0].getCurrent()>=1)
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mDead = false;
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}
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}
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}
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