Make AI response to spell hits more like original MW

pull/74/head
Allofich 8 years ago
parent 85c7d014d3
commit 266ec1aadc

@ -336,7 +336,6 @@ namespace MWMechanics
ESM::EffectList reflectedEffects;
std::vector<ActiveSpells::ActiveEffect> appliedLastingEffects;
bool anyHarmfulEffect = false;
// HACK: cache target's magic effects here, and add any applied effects to it. Use the cached effects for determining resistance.
// This is required for Weakness effects in a spell to apply to any subsequent effects in the spell.
@ -412,17 +411,11 @@ namespace MWMechanics
float magnitudeMult = 1;
if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful && target.getClass().isActor())
{
anyHarmfulEffect = true;
if (absorbed) // Absorbed, and we know there was a harmful effect (figuring that out is the only reason we are in this loop)
if (absorbed)
break;
// If player is attempting to cast a harmful spell, show the target's HP bar
if (castByPlayer && target != caster)
MWBase::Environment::get().getWindowManager()->setEnemy(target);
// Try reflecting
if (!reflected && magnitudeMult > 0 && !caster.isEmpty() && caster != target && !(magicEffect->mData.mFlags & ESM::MagicEffect::Unreflectable))
if (!reflected && !caster.isEmpty() && caster != target && !(magicEffect->mData.mFlags & ESM::MagicEffect::Unreflectable))
{
float reflect = target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Reflect).getMagnitude();
bool isReflected = (Misc::Rng::roll0to99() < reflect);
@ -433,22 +426,28 @@ namespace MWMechanics
"meshes\\" + reflectStatic->mModel, ESM::MagicEffect::Reflect, false, "");
reflectedEffects.mList.push_back(*effectIt);
magnitudeMult = 0;
break;
}
}
// Try resisting
if (magnitudeMult > 0 && target.getClass().isActor())
magnitudeMult = MWMechanics::getEffectMultiplier(effectIt->mEffectID, target, caster, spell, &targetEffects);
if (magnitudeMult == 0)
{
magnitudeMult = MWMechanics::getEffectMultiplier(effectIt->mEffectID, target, caster, spell, &targetEffects);
if (magnitudeMult == 0)
{
// Fully resisted, show message
if (target == getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicPCResisted}");
else if (castByPlayer)
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResisted}");
}
// Fully resisted, show message
if (target == getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicPCResisted}");
else if (castByPlayer)
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResisted}");
}
// If player is attempting to cast a harmful spell, show the target's HP bar
if (castByPlayer && target != caster)
MWBase::Environment::get().getWindowManager()->setEnemy(target);
// Notify the target actor they've been hit
if (target != caster && !caster.isEmpty())
target.getClass().onHit(target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true);
}
if (magnitudeMult > 0 && !absorbed)
@ -567,10 +566,6 @@ namespace MWMechanics
target.getClass().getCreatureStats(target).getActiveSpells().addSpell(mId, mStack, appliedLastingEffects,
mSourceName, casterActorId);
}
// Notify the target actor they've been hit
if (anyHarmfulEffect && target.getClass().isActor() && target != caster && !caster.isEmpty() && caster.getClass().isActor())
target.getClass().onHit(target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true);
}
bool CastSpell::applyInstantEffect(const MWWorld::Ptr &target, const MWWorld::Ptr &caster, const MWMechanics::EffectKey& effect, float magnitude)

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