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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-02-01 20:15:33 +00:00
Don't copy NpcStats/CreatureStats unnecessarily. Fixes a bug: taunt actions would not correctly increase the target's fight rating.
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parent
c85c2cff4e
commit
2bb21f2f76
4 changed files with 11 additions and 11 deletions
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@ -221,7 +221,7 @@ namespace MWGui
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{
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
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MWMechanics::CreatureStats stats = MWWorld::Class::get(player).getCreatureStats(player);
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const MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);
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mReviewDialog->setHealth ( stats.getHealth() );
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mReviewDialog->setMagicka( stats.getMagicka() );
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@ -149,7 +149,7 @@ namespace MWGui
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// I'm making the assumption here that the # of hours rested is calculated when rest is started
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// TODO: the rougher logic here (calculating the hourly deltas) should really go into helper funcs elsewhere
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
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MWMechanics::CreatureStats stats = MWWorld::Class::get(player).getCreatureStats(player);
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const MWMechanics::CreatureStats& stats = MWWorld::Class::get(player).getCreatureStats(player);
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const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
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float hourlyHealthDelta = stats.getAttribute(ESM::Attribute::Endurance).getModified() * 0.1;
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@ -46,7 +46,6 @@ namespace MWMechanics
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bool mRecalcDynamicStats;
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std::map<std::string, MWWorld::TimeStamp> mUsedPowers;
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protected:
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bool mIsWerewolf;
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AttributeValue mWerewolfAttributes[8];
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@ -124,10 +123,10 @@ namespace MWMechanics
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enum AiSetting
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{
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AI_Hello,
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AI_Fight,
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AI_Flee,
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AI_Alarm
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AI_Hello = 0,
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AI_Fight = 1,
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AI_Flee = 2,
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AI_Alarm = 3
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};
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void setAiSetting (AiSetting index, Stat<int> value);
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void setAiSetting (AiSetting index, int base);
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@ -424,7 +424,7 @@ namespace MWMechanics
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int MechanicsManager::getDerivedDisposition(const MWWorld::Ptr& ptr)
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{
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MWMechanics::NpcStats npcSkill = MWWorld::Class::get(ptr).getNpcStats(ptr);
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const MWMechanics::NpcStats& npcSkill = MWWorld::Class::get(ptr).getNpcStats(ptr);
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float x = npcSkill.getBaseDisposition();
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MWWorld::LiveCellRef<ESM::NPC>* npc = ptr.get<ESM::NPC>();
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@ -539,7 +539,7 @@ namespace MWMechanics
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const MWWorld::Store<ESM::GameSetting> &gmst =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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MWMechanics::NpcStats npcStats = MWWorld::Class::get(npc).getNpcStats(npc);
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MWMechanics::NpcStats& npcStats = MWWorld::Class::get(npc).getNpcStats(npc);
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MWWorld::Ptr playerPtr = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();
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const MWMechanics::NpcStats &playerStats = MWWorld::Class::get(playerPtr).getNpcStats(playerPtr);
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@ -613,6 +613,8 @@ namespace MWMechanics
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int fight = npcStats.getAiSetting(MWMechanics::CreatureStats::AI_Fight).getBase();
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npcStats.setAiSetting (MWMechanics::CreatureStats::AI_Flee,
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std::max(0, std::min(100, flee + int(std::max(iPerMinChange, s)))));
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// TODO: initiate combat and quit dialogue if fight rating is too high
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// or should setAiSetting handle this?
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npcStats.setAiSetting (MWMechanics::CreatureStats::AI_Fight,
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std::max(0, std::min(100, fight + int(std::min(-iPerMinChange, -s)))));
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}
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@ -644,10 +646,9 @@ namespace MWMechanics
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float c = std::abs(int(target1 - roll));
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if (roll <= target1)
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if (success)
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{
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float s = c * fPerDieRollMult * fPerTempMult;
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int flee = npcStats.getAiSetting (CreatureStats::AI_Flee).getBase();
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int fight = npcStats.getAiSetting (CreatureStats::AI_Fight).getBase();
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npcStats.setAiSetting (CreatureStats::AI_Flee,
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