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

517 lines
19 KiB
C++

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#include "aicombat.hpp"
#include <components/misc/rng.hpp>
#include <components/esm/aisequence.hpp>
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#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "../mwrender/animation.hpp"
#include "creaturestats.hpp"
#include "steering.hpp"
#include "movement.hpp"
#include "character.hpp"
#include "aicombataction.hpp"
#include "combat.hpp"
namespace
{
//chooses an attack depending on probability to avoid uniformity
std::string chooseBestAttack(const ESM::Weapon* weapon);
osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos,
float duration, int weapType, float strength);
}
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namespace MWMechanics
{
/// \brief This class holds the variables AiCombat needs which are deleted if the package becomes inactive.
struct AiCombatStorage : AiTemporaryBase
{
float mAttackCooldown;
float mTimerReact;
float mTimerCombatMove;
bool mReadyToAttack;
bool mAttack;
float mAttackRange;
bool mCombatMove;
osg::Vec3f mLastTargetPos;
const MWWorld::CellStore* mCell;
boost::shared_ptr<Action> mCurrentAction;
float mActionCooldown;
float mStrength;
bool mForceNoShortcut;
ESM::Position mShortcutFailPos;
MWMechanics::Movement mMovement;
AiCombatStorage():
mAttackCooldown(0),
mTimerReact(AI_REACTION_TIME),
mTimerCombatMove(0),
mReadyToAttack(false),
mAttack(false),
mAttackRange(0),
mCombatMove(false),
mLastTargetPos(0,0,0),
mCell(NULL),
mCurrentAction(),
mActionCooldown(0),
mStrength(),
mForceNoShortcut(false),
mShortcutFailPos(),
mMovement()
{}
void startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack);
void updateCombatMove(float duration);
void stopCombatMove();
void startAttackIfReady(const MWWorld::Ptr& actor, CharacterController& characterController,
const ESM::Weapon* weapon, bool distantCombat);
void updateAttack(CharacterController& characterController);
void stopAttack();
};
AiCombat::AiCombat(const MWWorld::Ptr& actor) :
mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId())
{}
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AiCombat::AiCombat(const ESM::AiSequence::AiCombat *combat)
{
mTargetActorId = combat->mTargetActorId;
}
void AiCombat::init()
{
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}
/*
* Current AiCombat movement states (as of 0.29.0), ignoring the details of the
* attack states such as CombatMove, Strike and ReadyToAttack:
*
* +----(within strike range)----->attack--(beyond strike range)-->follow
* | | ^ | |
* | | | | |
* pursue<---(beyond follow range)-----+ +----(within strike range)---+ |
* ^ |
* | |
* +-------------------------(beyond follow range)--------------------+
*
*
* Below diagram is high level only, the code detail is a little different
* (but including those detail will just complicate the diagram w/o adding much)
*
* +----------(same)-------------->attack---------(same)---------->follow
* | |^^ |||
* | ||| |||
* | +--(same)-----------------+|+----------(same)------------+||
* | | | ||
* | | | (in range) ||
* | <---+ (too far) | ||
* pursue<-------------------------[door open]<-----+ ||
* ^^^ | ||
* ||| | ||
* ||+----------evade-----+ | ||
* || | [closed door] | ||
* |+----> maybe stuck, check --------------> back up, check door ||
* | ^ | ^ | ^ ||
* | | | | | | ||
* | | +---+ +---+ ||
* | +-------------------------------------------------------+|
* | |
* +---------------------------(same)---------------------------------+
*
* FIXME:
*
* The new scheme is way too complicated, should really be implemented as a
* proper state machine.
*
* TODO:
*
* Use the Observer Pattern to co-ordinate attacks, provide intelligence on
* whether the target was hit, etc.
*/
bool AiCombat::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
// get or create temporary storage
AiCombatStorage& storage = state.get<AiCombatStorage>();
//General description
if (actor.getClass().getCreatureStats(actor).isDead())
return true;
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
if (target.isEmpty())
return false;
if(!target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered
// with the MechanicsManager
|| target.getClass().getCreatureStats(target).isDead())
return true;
if (storage.mCurrentAction.get()) // need to wait to init action with it's attack range
{
//Update every frame
bool is_target_reached = pathTo(actor, target.getRefData().getPosition().pos, duration, storage.mAttackRange);
if (is_target_reached) storage.mReadyToAttack = true;
}
storage.updateCombatMove(duration);
if (storage.mReadyToAttack) updateActorsMovement(actor, duration, storage);
storage.updateAttack(characterController);
storage.mActionCooldown -= duration;
float& timerReact = storage.mTimerReact;
if (timerReact < AI_REACTION_TIME)
{
timerReact += duration;
}
else
{
timerReact = 0;
attack(actor, target, storage, characterController);
}
return false;
}
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void AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController)
{
if (isTargetMagicallyHidden(target))
{
storage.stopAttack();
return; // TODO: run away instead of doing nothing
}
const MWWorld::CellStore*& currentCell = storage.mCell;
bool cellChange = currentCell && (actor.getCell() != currentCell);
if(!currentCell || cellChange)
{
currentCell = actor.getCell();
}
const MWWorld::Class& actorClass = actor.getClass();
actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
float& actionCooldown = storage.mActionCooldown;
if (actionCooldown > 0)
return;
float &rangeAttack = storage.mAttackRange;
boost::shared_ptr<Action>& currentAction = storage.mCurrentAction;
if (characterController.readyToPrepareAttack())
{
currentAction = prepareNextAction(actor, target);
actionCooldown = currentAction->getActionCooldown();
}
const ESM::Weapon *weapon = NULL;
bool isRangedCombat = false;
if (currentAction.get())
{
rangeAttack = currentAction->getCombatRange(isRangedCombat);
// Get weapon characteristics
weapon = currentAction->getWeapon();
}
ESM::Position pos = actor.getRefData().getPosition();
osg::Vec3f vActorPos(pos.asVec3());
osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3());
osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target);
float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target);
storage.mReadyToAttack = (distToTarget <= rangeAttack);
// can't fight if attacker can't go where target is. E.g. A fish can't attack person on land.
if (distToTarget > rangeAttack
&& !actorClass.isNpc() && !MWMechanics::isEnvironmentCompatible(actor, target))
{
// TODO: start fleeing?
storage.stopAttack();
return;
}
if (storage.mReadyToAttack)
{
storage.startCombatMove(actorClass.isNpc(), isRangedCombat, distToTarget, rangeAttack);
// start new attack
storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat);
if (isRangedCombat)
{
// rotate actor taking into account target movement direction and projectile speed
osg::Vec3f& lastTargetPos = storage.mLastTargetPos;
vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, AI_REACTION_TIME, (weapon ? weapon->mData.mType : 0), storage.mStrength);
lastTargetPos = vTargetPos;
storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
storage.mMovement.mRotation[2] = getZAngleToDir(vAimDir);
}
else
{
storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
storage.mMovement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated
}
}
}
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void AiCombat::updateActorsMovement(const MWWorld::Ptr& actor, float duration, AiCombatStorage& storage)
{
// apply combat movement
MWMechanics::Movement& actorMovementSettings = actor.getClass().getMovementSettings(actor);
actorMovementSettings.mPosition[0] = storage.mMovement.mPosition[0];
actorMovementSettings.mPosition[1] = storage.mMovement.mPosition[1];
actorMovementSettings.mPosition[2] = storage.mMovement.mPosition[2];
rotateActorOnAxis(actor, 2, actorMovementSettings, storage.mMovement);
rotateActorOnAxis(actor, 0, actorMovementSettings, storage.mMovement);
}
void AiCombat::rotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
MWMechanics::Movement& actorMovementSettings, MWMechanics::Movement& desiredMovement)
{
actorMovementSettings.mRotation[axis] = 0;
float& targetAngleRadians = desiredMovement.mRotation[axis];
if (targetAngleRadians != 0)
{
if (smoothTurn(actor, targetAngleRadians, axis))
{
// actor now facing desired direction, no need to turn any more
targetAngleRadians = 0;
}
}
}
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int AiCombat::getTypeId() const
{
return TypeIdCombat;
}
unsigned int AiCombat::getPriority() const
{
return 1;
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}
MWWorld::Ptr AiCombat::getTarget() const
{
return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
}
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AiCombat *MWMechanics::AiCombat::clone() const
{
return new AiCombat(*this);
}
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);
}
void AiCombatStorage::startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack)
{
if (mMovement.mPosition[0] || mMovement.mPosition[1])
{
mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
mCombatMove = true;
}
// dodge movements (for NPCs only)
else if (isNpc && (!isDistantCombat || (distToTarget < rangeAttack / 2)))
{
//apply sideway movement (kind of dodging) with some probability
if (Misc::Rng::rollClosedProbability() < 0.25)
{
mMovement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f; // to the left/right
mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
mCombatMove = true;
}
}
if (isDistantCombat && distToTarget < rangeAttack / 4)
{
mMovement.mPosition[1] = -1;
}
}
void AiCombatStorage::updateCombatMove(float duration)
{
if (mCombatMove)
{
mTimerCombatMove -= duration;
if (mTimerCombatMove <= 0)
{
stopCombatMove();
}
}
}
void AiCombatStorage::stopCombatMove()
{
mTimerCombatMove = 0;
mMovement.mPosition[1] = mMovement.mPosition[0] = 0;
mCombatMove = false;
}
void AiCombatStorage::startAttackIfReady(const MWWorld::Ptr& actor, CharacterController& characterController,
const ESM::Weapon* weapon, bool distantCombat)
{
if (mReadyToAttack && characterController.readyToStartAttack())
{
if (mAttackCooldown <= 0)
{
mAttack = true; // attack starts just now
characterController.setAttackingOrSpell(true);
if (!distantCombat)
characterController.setAIAttackType(chooseBestAttack(weapon));
mStrength = Misc::Rng::rollClosedProbability();
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
float baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayCreature")->getFloat();
if (actor.getClass().isNpc())
{
baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayNPC")->getFloat();
//say a provoking combat phrase
int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt();
if (Misc::Rng::roll0to99() < chance)
{
MWBase::Environment::get().getDialogueManager()->say(actor, "attack");
}
}
mAttackCooldown = std::min(baseDelay + 0.01 * Misc::Rng::roll0to99(), baseDelay + 0.9);
}
else
mAttackCooldown -= AI_REACTION_TIME;
}
}
void AiCombatStorage::updateAttack(CharacterController& characterController)
{
if (mAttack && (characterController.getAttackStrength() >= mStrength || characterController.readyToPrepareAttack()))
{
mAttack = false;
}
characterController.setAttackingOrSpell(mAttack);
}
void AiCombatStorage::stopAttack()
{
mMovement.mPosition[0] = 0;
mMovement.mPosition[1] = 0;
mMovement.mPosition[2] = 0;
mReadyToAttack = false;
mAttack = false;
}
}
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namespace
{
std::string chooseBestAttack(const ESM::Weapon* weapon)
{
std::string attackType;
if (weapon != NULL)
{
//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 roll = Misc::Rng::rollClosedProbability() * (slash + chop + thrust);
if(roll <= slash)
attackType = "slash";
else if(roll <= (slash + thrust))
attackType = "thrust";
else
attackType = "chop";
}
return attackType;
}
osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos,
float duration, int weapType, float strength)
{
float projSpeed;
// get projectile speed (depending on weapon type)
if (weapType == ESM::Weapon::MarksmanThrown)
{
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;
}
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;
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}
}