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Add unarmed attack selection to chooseBestAttack()

This commit is contained in:
Allofich 2016-09-20 02:13:10 +09:00
parent 513f754529
commit 04c13ffab3
3 changed files with 22 additions and 20 deletions

View file

@ -362,9 +362,9 @@ namespace MWMechanics
} }
} }
// Original engine behavior seems to be to back up during ranged combat // Below behavior for backing up during ranged combat differs from vanilla.
// according to fCombatDistance or opponent's weapon range, unless opponent // Vanilla is observed as backing up only as far as fCombatDistance or
// is also using a ranged weapon // opponent's weapon range, or not backing up if opponent is also using a ranged weapon
if (isDistantCombat && distToTarget < rangeAttack / 4) if (isDistantCombat && distToTarget < rangeAttack / 4)
{ {
mMovement.mPosition[1] = -1; mMovement.mPosition[1] = -1;
@ -468,6 +468,8 @@ std::string chooseBestAttack(const ESM::Weapon* weapon)
else else
attackType = "chop"; attackType = "chop";
} }
else
MWMechanics::CharacterController::setAttackTypeRandomly(attackType);
return attackType; return attackType;
} }

View file

@ -1312,9 +1312,9 @@ bool CharacterController::updateWeaponState()
mAttackType = "shoot"; mAttackType = "shoot";
else else
{ {
if (isWeapon) if(mPtr == getPlayer())
{ {
if(mPtr == getPlayer()) if (isWeapon)
{ {
if (Settings::Manager::getBool("best attack", "Game")) if (Settings::Manager::getBool("best attack", "Game"))
{ {
@ -1324,10 +1324,10 @@ bool CharacterController::updateWeaponState()
else else
setAttackTypeBasedOnMovement(); setAttackTypeBasedOnMovement();
} }
// else if (mPtr != getPlayer()) use mAttackType already set by AiCombat else
setAttackTypeRandomly(mAttackType);
} }
else // else if (mPtr != getPlayer()) use mAttackType set by AiCombat
setAttackTypeRandomly();
} }
mAnimation->play(mCurrentWeapon, priorityWeapon, mAnimation->play(mCurrentWeapon, priorityWeapon,
@ -2188,17 +2188,6 @@ void CharacterController::updateMagicEffects()
mAnimation->setLightEffect(light); mAnimation->setLightEffect(light);
} }
void CharacterController::setAttackTypeRandomly()
{
float random = Misc::Rng::rollProbability();
if (random >= 2/3.f)
mAttackType = "thrust";
else if (random >= 1/3.f)
mAttackType = "slash";
else
mAttackType = "chop";
}
void CharacterController::setAttackTypeBasedOnMovement() void CharacterController::setAttackTypeBasedOnMovement()
{ {
float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition; float *move = mPtr.getClass().getMovementSettings(mPtr).mPosition;
@ -2240,6 +2229,17 @@ void CharacterController::setAIAttackType(std::string attackType)
mAttackType = attackType; mAttackType = attackType;
} }
void CharacterController::setAttackTypeRandomly(std::string& attackType)
{
float random = Misc::Rng::rollProbability();
if (random >= 2/3.f)
attackType = "thrust";
else if (random >= 1/3.f)
attackType = "slash";
else
attackType = "chop";
}
bool CharacterController::readyToPrepareAttack() const bool CharacterController::readyToPrepareAttack() const
{ {
return (mHitState == CharState_None || mHitState == CharState_Block) return (mHitState == CharState_None || mHitState == CharState_Block)

View file

@ -198,7 +198,6 @@ class CharacterController : public MWRender::Animation::TextKeyListener
bool mAttackingOrSpell; bool mAttackingOrSpell;
void setAttackTypeBasedOnMovement(); void setAttackTypeBasedOnMovement();
void setAttackTypeRandomly();
void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false); void refreshCurrentAnims(CharacterState idle, CharacterState movement, JumpingState jump, bool force=false);
void refreshHitRecoilAnims(); void refreshHitRecoilAnims();
@ -270,6 +269,7 @@ public:
void setAttackingOrSpell(bool attackingOrSpell); void setAttackingOrSpell(bool attackingOrSpell);
void setAIAttackType(std::string attackType); // set and used by AiCombat void setAIAttackType(std::string attackType); // set and used by AiCombat
static void setAttackTypeRandomly(std::string& attackType);
bool readyToPrepareAttack() const; bool readyToPrepareAttack() const;
bool readyToStartAttack() const; bool readyToStartAttack() const;