Merge remote-tracking branch 'dteviot/AiCombatPerFrameUpdate'

sceneinput
Marc Zinnschlag 10 years ago
commit 1eed1c4d23

@ -429,6 +429,7 @@ namespace MWMechanics
// (within attack dist) || (not quite attack dist while following)
if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && followTarget && !isStuck)))
{
mPathFinder.clearPath();
//Melee and Close-up combat
// getXAngleToDir determines vertical angle to target:
@ -503,12 +504,14 @@ namespace MWMechanics
}
// don't use pathgrid when actor can move in 3 dimensions
if(canMoveByZ) preferShortcut = true;
if (canMoveByZ)
{
preferShortcut = true;
movement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
}
if(preferShortcut)
{
if (canMoveByZ)
movement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
movement.mRotation[2] = getZAngleToDir(vDirToTarget);
forceNoShortcut = false;
shortcutFailPos.pos[0] = shortcutFailPos.pos[1] = shortcutFailPos.pos[2] = 0;
@ -526,9 +529,7 @@ namespace MWMechanics
buildNewPath(actor, target); //may fail to build a path, check before use
//delete visited path node
mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1]);
// if current actor pos is closer to target then last point of path (excluding target itself) then go straight on target
// This works on the borders between the path grid and areas with no waypoints.
if(inLOS && mPathFinder.getPath().size() > 1)
{
@ -537,21 +538,16 @@ namespace MWMechanics
--pntIter;
osg::Vec3f vBeforeTarget(PathFinder::MakeOsgVec3(*pntIter));
// if current actor pos is closer to target then last point of path (excluding target itself) then go straight on target
if(distToTarget <= (vTargetPos - vBeforeTarget).length())
{
movement.mRotation[2] = getZAngleToDir(vDirToTarget);
preferShortcut = true;
mPathFinder.clearPath();
}
}
// if there is no new path, then go straight on target
if(!preferShortcut)
if (!mPathFinder.isPathConstructed())
{
if(!mPathFinder.getPath().empty())
movement.mRotation[2] = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
else
movement.mRotation[2] = getZAngleToDir(vDirToTarget);
movement.mRotation[2] = getZAngleToDir(vDirToTarget);
}
}
@ -571,9 +567,25 @@ namespace MWMechanics
void AiCombat::UpdateActorsMovement(const MWWorld::Ptr& actor, MWMechanics::Movement& desiredMovement)
{
MWMechanics::Movement& actorMovementSettings = actor.getClass().getMovementSettings(actor);
actorMovementSettings = desiredMovement;
RotateActorOnAxis(actor, 2, actorMovementSettings, desiredMovement);
RotateActorOnAxis(actor, 0, actorMovementSettings, desiredMovement);
if (mPathFinder.isPathConstructed())
{
const ESM::Position& pos = actor.getRefData().getPosition();
if (mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1]))
{
actorMovementSettings.mPosition[1] = 0;
}
else
{
zTurn(actor, mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]));
actorMovementSettings.mPosition[1] = 1;
}
}
else
{
actorMovementSettings = desiredMovement;
RotateActorOnAxis(actor, 2, actorMovementSettings, desiredMovement);
RotateActorOnAxis(actor, 0, actorMovementSettings, desiredMovement);
}
}
void AiCombat::RotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
@ -689,16 +701,14 @@ ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics:
int chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1])/2;
int thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1])/2;
float total = static_cast<float>(slash + chop + thrust);
float roll = Misc::Rng::rollClosedProbability();
if(roll <= (slash/total))
float roll = Misc::Rng::rollClosedProbability() * (slash + chop + thrust);
if(roll <= slash)
{
movement.mPosition[0] = (Misc::Rng::rollClosedProbability() < 0.5f) ? 1.0f : -1.0f;
movement.mPosition[1] = 0;
attackType = ESM::Weapon::AT_Slash;
}
else if(roll <= (slash + (thrust/total)))
else if(roll <= (slash + thrust))
{
movement.mPosition[1] = 1;
attackType = ESM::Weapon::AT_Thrust;

@ -87,14 +87,14 @@ namespace
namespace MWMechanics
{
float sqrDistanceIgnoreZ(ESM::Pathgrid::Point point, float x, float y)
float sqrDistanceIgnoreZ(const ESM::Pathgrid::Point& point, float x, float y)
{
x -= point.mX;
y -= point.mY;
return (x * x + y * y);
}
float distance(ESM::Pathgrid::Point point, float x, float y, float z)
float distance(const ESM::Pathgrid::Point& point, float x, float y, float z)
{
x -= point.mX;
y -= point.mY;
@ -102,7 +102,7 @@ namespace MWMechanics
return sqrt(x * x + y * y + z * z);
}
float distance(ESM::Pathgrid::Point a, ESM::Pathgrid::Point b)
float distance(const ESM::Pathgrid::Point& a, const ESM::Pathgrid::Point& b)
{
float x = static_cast<float>(a.mX - b.mX);
float y = static_cast<float>(a.mY - b.mY);
@ -272,7 +272,7 @@ namespace MWMechanics
if(mPath.empty())
return true;
ESM::Pathgrid::Point nextPoint = *mPath.begin();
const ESM::Pathgrid::Point& nextPoint = *mPath.begin();
if (sqrDistanceIgnoreZ(nextPoint, x, y) < tolerance*tolerance)
{
mPath.pop_front();

@ -12,8 +12,8 @@ namespace MWWorld
namespace MWMechanics
{
float distance(ESM::Pathgrid::Point point, float x, float y, float);
float distance(ESM::Pathgrid::Point a, ESM::Pathgrid::Point b);
float distance(const ESM::Pathgrid::Point& point, float x, float y, float);
float distance(const ESM::Pathgrid::Point& a, const ESM::Pathgrid::Point& b);
class PathFinder
{
public:

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