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#include "aicombat.hpp"
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#include <components/misc/rng.hpp>
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#include <components/esm/aisequence.hpp>
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/dialoguemanager.hpp"
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#include "../mwrender/animation.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"
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#include "aicombataction.hpp"
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#include "combat.hpp"
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namespace
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{
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//chooses an attack depending on probability to avoid uniformity
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ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement);
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osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos,
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float duration, int weapType, float strength);
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}
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namespace MWMechanics
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{
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/// \brief This class holds the variables AiCombat needs which are deleted if the package becomes inactive.
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struct AiCombatStorage : AiTemporaryBase
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{
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float mAttackCooldown;
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float mTimerReact;
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float mTimerCombatMove;
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bool mReadyToAttack;
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bool mAttack;
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float mAttackRange;
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bool mCombatMove;
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osg::Vec3f mLastTargetPos;
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const MWWorld::CellStore* mCell;
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boost::shared_ptr<Action> mCurrentAction;
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float mActionCooldown;
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float mStrength;
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bool mForceNoShortcut;
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ESM::Position mShortcutFailPos;
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MWMechanics::Movement mMovement;
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AiCombatStorage():
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mAttackCooldown(0),
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mTimerReact(AI_REACTION_TIME),
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mTimerCombatMove(0),
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mReadyToAttack(false),
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mAttack(false),
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mAttackRange(0),
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mCombatMove(false),
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mLastTargetPos(0,0,0),
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mCell(NULL),
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mCurrentAction(),
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mActionCooldown(0),
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mStrength(),
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mForceNoShortcut(false),
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mShortcutFailPos(),
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mMovement()
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{}
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void startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack);
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void updateCombatMove(float duration);
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void stopCombatMove();
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void startAttackIfReady(const MWWorld::Ptr& actor, CharacterController& characterController,
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const ESM::Weapon* weapon, bool distantCombat);
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void updateAttack(CharacterController& characterController);
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void stopAttack();
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};
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AiCombat::AiCombat(const MWWorld::Ptr& actor) :
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mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId())
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{}
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AiCombat::AiCombat(const ESM::AiSequence::AiCombat *combat)
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{
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mTargetActorId = combat->mTargetActorId;
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}
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void AiCombat::init()
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{
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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, the code detail is a little different
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* (but including those detail will just complicate the diagram w/o adding much)
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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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* | | | ||
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* | | | (in range) ||
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* | <---+ (too far) | ||
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* pursue<-------------------------[door open]<-----+ ||
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* ^^^ | ||
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* ||| | ||
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* ||+----------evade-----+ | ||
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* || | [closed door] | ||
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* |+----> maybe stuck, check --------------> back up, check door ||
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* | ^ | ^ | ^ ||
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* | | | | | | ||
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* | | +---+ +---+ ||
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* | +-------------------------------------------------------+|
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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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bool AiCombat::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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// get or create temporary storage
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AiCombatStorage& storage = state.get<AiCombatStorage>();
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//General description
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if (actor.getClass().getCreatureStats(actor).isDead())
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return true;
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
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if (target.isEmpty())
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return false;
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if(!target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered
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// with the MechanicsManager
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|| target.getClass().getCreatureStats(target).isDead())
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return true;
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if (storage.mCurrentAction.get()) // need to wait to init action with it's attack range
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{
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//Update every frame
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bool is_target_reached = pathTo(actor, target.getRefData().getPosition().pos, duration, storage.mAttackRange);
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if (is_target_reached) storage.mReadyToAttack = true;
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}
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storage.updateCombatMove(duration);
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if (storage.mReadyToAttack) updateActorsMovement(actor, duration, storage);
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storage.updateAttack(characterController);
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storage.mActionCooldown -= duration;
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float& timerReact = storage.mTimerReact;
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if (timerReact < AI_REACTION_TIME)
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{
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timerReact += duration;
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}
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else
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{
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timerReact = 0;
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attack(actor, target, storage, characterController);
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}
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return false;
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}
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void AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController)
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{
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if (isTargetMagicallyHidden(target))
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{
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storage.stopAttack();
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return; // TODO: run away instead of doing nothing
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}
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const MWWorld::CellStore*& currentCell = storage.mCell;
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bool cellChange = currentCell && (actor.getCell() != currentCell);
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if(!currentCell || cellChange)
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{
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currentCell = actor.getCell();
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}
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const MWWorld::Class& actorClass = actor.getClass();
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actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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float& actionCooldown = storage.mActionCooldown;
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if (actionCooldown > 0)
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return;
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float &rangeAttack = storage.mAttackRange;
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boost::shared_ptr<Action>& currentAction = storage.mCurrentAction;
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if (characterController.readyToPrepareAttack())
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{
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currentAction = prepareNextAction(actor, target);
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actionCooldown = currentAction->getActionCooldown();
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}
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const ESM::Weapon *weapon = NULL;
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bool isRangedCombat = false;
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if (currentAction.get())
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{
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rangeAttack = currentAction->getCombatRange(isRangedCombat);
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// Get weapon characteristics
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weapon = currentAction->getWeapon();
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}
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ESM::Position pos = actor.getRefData().getPosition();
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osg::Vec3f vActorPos(pos.asVec3());
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osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3());
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osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target);
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float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target);
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storage.mReadyToAttack = (distToTarget <= rangeAttack);
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// can't fight if attacker can't go where target is. E.g. A fish can't attack person on land.
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if (distToTarget > rangeAttack
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&& !actorClass.isNpc() && !MWMechanics::isEnvironmentCompatible(actor, target))
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{
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// TODO: start fleeing?
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storage.stopAttack();
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return;
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}
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if (storage.mReadyToAttack)
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{
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storage.startCombatMove(actorClass.isNpc(), isRangedCombat, distToTarget, rangeAttack);
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// start new attack
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storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat);
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if (isRangedCombat)
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{
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// rotate actor taking into account target movement direction and projectile speed
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osg::Vec3f& lastTargetPos = storage.mLastTargetPos;
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vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, AI_REACTION_TIME, (weapon ? weapon->mData.mType : 0), storage.mStrength);
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lastTargetPos = vTargetPos;
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storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
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storage.mMovement.mRotation[2] = getZAngleToDir(vAimDir);
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}
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else
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{
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storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
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storage.mMovement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated
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}
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}
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}
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void AiCombat::updateActorsMovement(const MWWorld::Ptr& actor, float duration, AiCombatStorage& storage)
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{
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// apply combat movement
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MWMechanics::Movement& actorMovementSettings = actor.getClass().getMovementSettings(actor);
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actorMovementSettings.mPosition[0] = storage.mMovement.mPosition[0];
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actorMovementSettings.mPosition[1] = storage.mMovement.mPosition[1];
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actorMovementSettings.mPosition[2] = storage.mMovement.mPosition[2];
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rotateActorOnAxis(actor, 2, actorMovementSettings, storage.mMovement);
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rotateActorOnAxis(actor, 0, actorMovementSettings, storage.mMovement);
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}
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void AiCombat::rotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
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MWMechanics::Movement& actorMovementSettings, MWMechanics::Movement& desiredMovement)
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{
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actorMovementSettings.mRotation[axis] = 0;
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float& targetAngleRadians = desiredMovement.mRotation[axis];
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if (targetAngleRadians != 0)
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{
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if (smoothTurn(actor, targetAngleRadians, axis))
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{
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// actor now facing desired direction, no need to turn any more
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targetAngleRadians = 0;
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}
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}
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}
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int AiCombat::getTypeId() const
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{
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return TypeIdCombat;
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}
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unsigned int AiCombat::getPriority() const
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{
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return 1;
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}
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MWWorld::Ptr AiCombat::getTarget() const
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{
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return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
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}
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AiCombat *MWMechanics::AiCombat::clone() const
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{
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return new AiCombat(*this);
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}
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void AiCombat::writeState(ESM::AiSequence::AiSequence &sequence) const
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{
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std::auto_ptr<ESM::AiSequence::AiCombat> combat(new ESM::AiSequence::AiCombat());
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combat->mTargetActorId = mTargetActorId;
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ESM::AiSequence::AiPackageContainer package;
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package.mType = ESM::AiSequence::Ai_Combat;
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package.mPackage = combat.release();
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sequence.mPackages.push_back(package);
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}
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void AiCombatStorage::startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack)
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{
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if (mMovement.mPosition[0] || mMovement.mPosition[1])
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{
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mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
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mCombatMove = true;
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}
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// dodge movements (for NPCs only)
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else if (isNpc && (!isDistantCombat || (distToTarget < rangeAttack / 2)))
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{
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//apply sideway movement (kind of dodging) with some probability
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if (Misc::Rng::rollClosedProbability() < 0.25)
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{
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mMovement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f; // to the left/right
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mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
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mCombatMove = true;
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}
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}
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if (isDistantCombat && distToTarget < rangeAttack / 4)
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{
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mMovement.mPosition[1] = -1;
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}
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}
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void AiCombatStorage::updateCombatMove(float duration)
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{
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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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stopCombatMove();
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}
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}
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}
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void AiCombatStorage::stopCombatMove()
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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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void AiCombatStorage::startAttackIfReady(const MWWorld::Ptr& actor, CharacterController& characterController,
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const ESM::Weapon* weapon, bool distantCombat)
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{
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if (mReadyToAttack && characterController.readyToStartAttack())
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{
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if (mAttackCooldown <= 0)
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{
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mAttack = true; // attack starts just now
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characterController.setAttackingOrSpell(true);
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if (!distantCombat)
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chooseBestAttack(weapon, mMovement);
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mStrength = Misc::Rng::rollClosedProbability();
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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float baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayCreature")->getFloat();
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if (actor.getClass().isNpc())
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{
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baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayNPC")->getFloat();
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//say a provoking combat phrase
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int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt();
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if (Misc::Rng::roll0to99() < 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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mAttackCooldown = std::min(baseDelay + 0.01 * Misc::Rng::roll0to99(), baseDelay + 0.9);
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}
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else
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mAttackCooldown -= AI_REACTION_TIME;
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}
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}
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void AiCombatStorage::updateAttack(CharacterController& characterController)
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{
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if (mAttack && (characterController.getAttackStrength() >= mStrength || characterController.readyToPrepareAttack()))
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{
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mAttack = false;
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}
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characterController.setAttackingOrSpell(mAttack);
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}
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void AiCombatStorage::stopAttack()
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{
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mMovement.mPosition[0] = 0;
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mMovement.mPosition[1] = 0;
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mMovement.mPosition[2] = 0;
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mReadyToAttack = false;
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mAttack = false;
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}
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}
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namespace
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{
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ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement)
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{
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ESM::Weapon::AttackType attackType;
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if (weapon == NULL)
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{
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//hand-to-hand deal equal damage for each type
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float roll = Misc::Rng::rollClosedProbability();
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if(roll <= 0.333f) //side punch
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{
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movement.mPosition[0] = (Misc::Rng::rollClosedProbability() < 0.5f) ? 1.0f : -1.0f;
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movement.mPosition[1] = 0;
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attackType = ESM::Weapon::AT_Slash;
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}
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else if(roll <= 0.666f) //forward punch
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{
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movement.mPosition[1] = 1;
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attackType = ESM::Weapon::AT_Thrust;
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}
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else
|
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{
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movement.mPosition[1] = movement.mPosition[0] = 0;
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attackType = ESM::Weapon::AT_Chop;
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}
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}
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else
|
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{
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//the more damage attackType deals the more probability it has
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int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
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int chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1])/2;
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int thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1])/2;
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float roll = Misc::Rng::rollClosedProbability() * (slash + chop + thrust);
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if(roll <= slash)
|
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{
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movement.mPosition[0] = (Misc::Rng::rollClosedProbability() < 0.5f) ? 1.0f : -1.0f;
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movement.mPosition[1] = 0;
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attackType = ESM::Weapon::AT_Slash;
|
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}
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else if(roll <= (slash + thrust))
|
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{
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|
movement.mPosition[1] = 1;
|
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|
|
attackType = ESM::Weapon::AT_Thrust;
|
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|
}
|
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else
|
|
|
|
{
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|
movement.mPosition[1] = movement.mPosition[0] = 0;
|
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|
|
attackType = ESM::Weapon::AT_Chop;
|
|
|
|
}
|
|
|
|
}
|
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|
|
return attackType;
|
|
|
|
}
|
|
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|
|
|
osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos,
|
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|
|
float duration, int weapType, float strength)
|
|
|
|
{
|
|
|
|
float projSpeed;
|
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|
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|
|
|
// get projectile speed (depending on weapon type)
|
|
|
|
if (weapType == ESM::Weapon::MarksmanThrown)
|
|
|
|
{
|
|
|
|
static float fThrownWeaponMinSpeed =
|
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|
|
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;
|
|
|
|
}
|
|
|
|
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
|
|
|
|
|
|
|
|
osg::Vec3f vTargetPos = target.getRefData().getPosition().asVec3();
|
|
|
|
osg::Vec3f vDirToTarget = MWBase::Environment::get().getWorld()->aimToTarget(actor, target);
|
|
|
|
float distToTarget = vDirToTarget.length();
|
|
|
|
|
|
|
|
osg::Vec3f vTargetMoveDir = vTargetPos - vLastTargetPos;
|
|
|
|
vTargetMoveDir /= duration; // |vTargetMoveDir| is target real speed in units/sec now
|
|
|
|
|
|
|
|
osg::Vec3f vPerpToDir = vDirToTarget ^ osg::Vec3f(0,0,1); // cross product
|
|
|
|
|
|
|
|
vPerpToDir.normalize();
|
|
|
|
osg::Vec3f vDirToTargetNormalized = vDirToTarget;
|
|
|
|
vDirToTargetNormalized.normalize();
|
|
|
|
|
|
|
|
// dot product
|
|
|
|
float velPerp = vTargetMoveDir * vPerpToDir;
|
|
|
|
float velDir = vTargetMoveDir * vDirToTargetNormalized;
|
|
|
|
|
|
|
|
// time to collision between target and projectile
|
|
|
|
float t_collision;
|
|
|
|
|
|
|
|
float projVelDirSquared = projSpeed * projSpeed - velPerp * velPerp;
|
|
|
|
|
|
|
|
osg::Vec3f vTargetMoveDirNormalized = vTargetMoveDir;
|
|
|
|
vTargetMoveDirNormalized.normalize();
|
|
|
|
|
|
|
|
float projDistDiff = vDirToTarget * vTargetMoveDirNormalized; // dot product
|
|
|
|
projDistDiff = std::sqrt(distToTarget * distToTarget - projDistDiff * projDistDiff);
|
|
|
|
|
|
|
|
if (projVelDirSquared > 0)
|
|
|
|
t_collision = projDistDiff / (std::sqrt(projVelDirSquared) - velDir);
|
|
|
|
else t_collision = 0; // speed of projectile is not enough to reach moving target
|
|
|
|
|
|
|
|
return vDirToTarget + vTargetMoveDir * t_collision;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|