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Add unarmed attack selection to chooseBestAttack()
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parent
513f754529
commit
04c13ffab3
3 changed files with 22 additions and 20 deletions
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@ -362,9 +362,9 @@ namespace MWMechanics
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}
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}
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}
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}
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// Original engine behavior seems to be to back up during ranged combat
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// Below behavior for backing up during ranged combat differs from vanilla.
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// according to fCombatDistance or opponent's weapon range, unless opponent
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// Vanilla is observed as backing up only as far as fCombatDistance or
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// is also using a ranged weapon
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// opponent's weapon range, or not backing up if opponent is also using a ranged weapon
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if (isDistantCombat && distToTarget < rangeAttack / 4)
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if (isDistantCombat && distToTarget < rangeAttack / 4)
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{
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{
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mMovement.mPosition[1] = -1;
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mMovement.mPosition[1] = -1;
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@ -468,6 +468,8 @@ std::string chooseBestAttack(const ESM::Weapon* weapon)
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else
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else
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attackType = "chop";
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attackType = "chop";
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}
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}
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else
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MWMechanics::CharacterController::setAttackTypeRandomly(attackType);
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return attackType;
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return attackType;
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}
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}
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@ -1312,9 +1312,9 @@ bool CharacterController::updateWeaponState()
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mAttackType = "shoot";
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mAttackType = "shoot";
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else
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else
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{
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{
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if (isWeapon)
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if(mPtr == getPlayer())
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{
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{
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if(mPtr == getPlayer())
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if (isWeapon)
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{
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{
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if (Settings::Manager::getBool("best attack", "Game"))
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if (Settings::Manager::getBool("best attack", "Game"))
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{
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{
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@ -1324,10 +1324,10 @@ bool CharacterController::updateWeaponState()
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else
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else
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setAttackTypeBasedOnMovement();
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setAttackTypeBasedOnMovement();
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}
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}
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// else if (mPtr != getPlayer()) use mAttackType already set by AiCombat
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else
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setAttackTypeRandomly(mAttackType);
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}
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}
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else
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// else if (mPtr != getPlayer()) use mAttackType set by AiCombat
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setAttackTypeRandomly();
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}
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}
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mAnimation->play(mCurrentWeapon, priorityWeapon,
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mAnimation->play(mCurrentWeapon, priorityWeapon,
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@ -2188,17 +2188,6 @@ void CharacterController::updateMagicEffects()
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mAnimation->setLightEffect(light);
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mAnimation->setLightEffect(light);
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}
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}
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void CharacterController::setAttackTypeRandomly()
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{
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float random = Misc::Rng::rollProbability();
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if (random >= 2/3.f)
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mAttackType = "thrust";
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else if (random >= 1/3.f)
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mAttackType = "slash";
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else
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mAttackType = "chop";
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}
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void CharacterController::setAttackTypeBasedOnMovement()
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void CharacterController::setAttackTypeBasedOnMovement()
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{
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{
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float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition;
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float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition;
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@ -2240,6 +2229,17 @@ void CharacterController::setAIAttackType(std::string attackType)
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mAttackType = attackType;
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mAttackType = attackType;
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}
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}
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void CharacterController::setAttackTypeRandomly(std::string& attackType)
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{
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float random = Misc::Rng::rollProbability();
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if (random >= 2/3.f)
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attackType = "thrust";
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else if (random >= 1/3.f)
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attackType = "slash";
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else
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attackType = "chop";
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}
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bool CharacterController::readyToPrepareAttack() const
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bool CharacterController::readyToPrepareAttack() const
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{
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{
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return (mHitState == CharState_None || mHitState == CharState_Block)
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return (mHitState == CharState_None || mHitState == CharState_Block)
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@ -198,7 +198,6 @@ class CharacterController : public MWRender::Animation::TextKeyListener
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bool mAttackingOrSpell;
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bool mAttackingOrSpell;
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void setAttackTypeBasedOnMovement();
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void setAttackTypeBasedOnMovement();
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void setAttackTypeRandomly();
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void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false);
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void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false);
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void refreshHitRecoilAnims();
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void refreshHitRecoilAnims();
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@ -270,6 +269,7 @@ public:
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void setAttackingOrSpell(bool attackingOrSpell);
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void setAttackingOrSpell(bool attackingOrSpell);
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void setAIAttackType(std::string attackType); // set and used by AiCombat
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void setAIAttackType(std::string attackType); // set and used by AiCombat
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static void setAttackTypeRandomly(std::string& attackType);
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bool readyToPrepareAttack() const;
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bool readyToPrepareAttack() const;
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bool readyToStartAttack() const;
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bool readyToStartAttack() const;
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