Feature 1154 & 73: NPCs react to crime

actorid
Jeffrey Haines 11 years ago
parent 8ce938c6f1
commit 4037f3705e

@ -1297,6 +1297,11 @@ namespace MWClass
return ref->mBase->mNpdt12.mGold;
}
bool Npc::isClass(const MWWorld::Ptr& ptr, const std::string &className) const
{
return ptr.get<ESM::NPC>()->mBase->mClass == className;
}
const ESM::GameSetting *Npc::fMinWalkSpeed;
const ESM::GameSetting *Npc::fMaxWalkSpeed;
const ESM::GameSetting *Npc::fEncumberedMoveEffect;

@ -168,6 +168,8 @@ namespace MWClass
///< Write additional state from \a ptr into \a state.
virtual int getBaseGold(const MWWorld::Ptr& ptr) const;
virtual bool isClass(const MWWorld::Ptr& ptr, const std::string &className) const;
};
}

@ -10,8 +10,9 @@
#include "steering.hpp"
#include "movement.hpp"
MWMechanics::AiActivate::AiActivate(const std::string &objectId)
: mObjectId(objectId)
MWMechanics::AiActivate::AiActivate(const std::string &objectId, int arg)
: mObjectId(objectId),
mArg(arg)
{
}
MWMechanics::AiActivate *MWMechanics::AiActivate::clone() const
@ -25,6 +26,10 @@ bool MWMechanics::AiActivate::execute (const MWWorld::Ptr& actor,float duration)
Movement &movement = actor.getClass().getMovementSettings(actor);
const ESM::Cell *cell = actor.getCell()->getCell();
// Make guard chase player
//if (mArg == 1)
// actor.getClass().getNpcStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
MWWorld::Ptr player = world->getPlayerPtr();
if(cell->mData.mX != player.getCell()->getCell()->mData.mX)
{

@ -1,25 +1,26 @@
#ifndef GAME_MWMECHANICS_AIACTIVATE_H
#define GAME_MWMECHANICS_AIACTIVATE_H
#include "aipackage.hpp"
#include <string>
#include "pathfinding.hpp"
namespace MWMechanics
{
#include "aipackage.hpp"
#include <string>
#include "pathfinding.hpp"
namespace MWMechanics
{
class AiActivate : public AiPackage
{
public:
AiActivate(const std::string &objectId);
virtual AiActivate *clone() const;
virtual bool execute (const MWWorld::Ptr& actor,float duration);
///< \return Package completed?
AiActivate(const std::string &objectId, int arg);
virtual AiActivate *clone() const;
virtual bool execute (const MWWorld::Ptr& actor,float duration);
///< \return Package completed?
virtual int getTypeId() const;
private:
private:
std::string mObjectId;
int mArg;
PathFinder mPathFinder;
int mCellX;

@ -161,7 +161,7 @@ void MWMechanics::AiSequence::fill(const ESM::AIPackageList &list)
else if (it->mType == ESM::AI_Activate)
{
ESM::AIActivate data = it->mActivate;
package = new MWMechanics::AiActivate(data.mName.toString());
package = new MWMechanics::AiActivate(data.mName.toString(), 0);
}
else //if (it->mType == ESM::AI_Follow)
{

@ -12,6 +12,9 @@
#include "../mwworld/class.hpp"
#include "../mwworld/player.hpp"
#include "aicombat.hpp"
#include "aiactivate.hpp"
#include <OgreSceneNode.h>
#include "spellcasting.hpp"
@ -801,42 +804,121 @@ namespace MWMechanics
bool MechanicsManager::commitCrime(const MWWorld::Ptr &ptr, const MWWorld::Ptr &victim, OffenseType type, int arg)
{
if (ptr.getRefData().getHandle() != "player")
// NOTE: int arg can be from itemTaken() so DON'T modify it, since it is
// passed to reportCrime later on in this function.
// Only player can commit crime and no victimless crimes
if (ptr.getRefData().getHandle() != "player" || victim.isEmpty())
return false;
bool reported=false;
for (Actors::PtrControllerMap::const_iterator it = mActors.begin(); it != mActors.end(); ++it)
{
if (it->first != ptr &&
MWBase::Environment::get().getWorld()->getLOS(ptr, it->first) &&
awarenessCheck(ptr, it->first))
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
// What amount of alarm did this crime generate?
int alarm;
if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
alarm = esmStore.get<ESM::GameSetting>().find("iAlarmTresspass")->getInt();
else if (type == OT_Pickpocket)
alarm = esmStore.get<ESM::GameSetting>().find("iAlarmPickPocket")->getInt();
else if (type == OT_Assault)
alarm = esmStore.get<ESM::GameSetting>().find("iAlarmAttack")->getInt();
else if (type == OT_Murder)
alarm = esmStore.get<ESM::GameSetting>().find("iAlarmKilling")->getInt();
else if (type == OT_Theft)
alarm = esmStore.get<ESM::GameSetting>().find("iAlarmStealing")->getInt();
// Innocent until proven guilty
bool reported = false;
// Find all the NPC's close enough, ie. within fAlarmRadius of the player
std::vector<MWWorld::Ptr> neighbors;
mActors.getObjectsInRange(Ogre::Vector3(ptr.getRefData().getPosition().pos),
esmStore.get<ESM::GameSetting>().find("fAlarmRadius")->getInt(), neighbors);
// Did anyone see the crime?
for (std::vector<MWWorld::Ptr>::iterator it = neighbors.begin(); it != neighbors.end(); ++it)
{
if (*it == ptr) // Not the player
continue;
CreatureStats& creatureStats = MWWorld::Class::get(*it).getCreatureStats(*it);
// Did the witness see the crime?
if ( MWBase::Environment::get().getWorld()->getLOS(ptr, *it) && awarenessCheck(ptr, *it) )
{
// NPCs will always curse you when they notice you steal their items, even if they don't report the crime
if (it->first == victim && type == OT_Theft)
{
MWBase::Environment::get().getDialogueManager()->say(victim, "Thief");
}
// Say something!
// TODO: Add more messages
if (type == OT_Theft)
MWBase::Environment::get().getDialogueManager()->say(*it, "Thief");
// Actor has witnessed a crime. Will he report it?
// (not sure, is > 0 correct?)
if (it->first.getClass().getCreatureStats(it->first).getAiSetting(CreatureStats::AI_Alarm).getModified() > 0)
// Will the witness report the crime?
if (creatureStats.getAiSetting(CreatureStats::AI_Alarm).getBase() >= alarm)
{
// TODO: stats.setAlarmed(true) on NPCs within earshot
// fAlarmRadius ?
reported=true;
break;
creatureStats.setAlarmed(true);
reported = true;
reportCrime(ptr, victim, type, arg);
// Is it a guard? Or will the witness fight?
if (it->getClass().isClass(*it, "Guard"))
{
// TODO: Persue player, concider bounty?
creatureStats.getAiSequence().stack(AiActivate(ptr.getClass().getId(ptr), 1));
creatureStats.getAiSequence().execute(*it,0);
}
else if (creatureStats.getAiSetting(CreatureStats::AI_Alarm).getBase() >= alarm)
{
creatureStats.getAiSequence().stack(AiCombat(ptr));
creatureStats.setHostile(true);
creatureStats.getAiSequence().execute(*it,0);
}
else if (type == OT_Assault)
{
creatureStats.getAiSequence().stack(AiCombat(ptr));
creatureStats.setHostile(true);
creatureStats.getAiSequence().execute(*it,0);
}
// Tell everyone else
for (std::vector<MWWorld::Ptr>::iterator it1 = neighbors.begin(); it1 != neighbors.end(); ++it1)
{
if (it == it1 || // Don't tell the witness or the player
ptr == *it1)
continue;
// Is it a guard? Or will the witness fight?
CreatureStats& creatureStats1 = MWWorld::Class::get(*it1).getCreatureStats(*it1);
if (it1->getClass().isClass(*it1, "Guard"))
{
// TODO: Persue player, concider bounty?
creatureStats1.getAiSequence().stack(AiActivate(ptr.getClass().getId(ptr), 1));
creatureStats1.getAiSequence().execute(*it1,0);
continue;
}
else if (creatureStats1.getAiSetting(CreatureStats::AI_Alarm).getBase() >= alarm)
{
creatureStats1.getAiSequence().stack(AiCombat(ptr));
creatureStats1.setHostile(true);
creatureStats1.getAiSequence().execute(*it1,0);
}
else if (type == OT_Assault)
{
creatureStats.getAiSequence().stack(AiCombat(ptr));
creatureStats.setHostile(true);
creatureStats.getAiSequence().execute(*it,0);
}
}
break; // Someone saw the crime and everyone has been told
}
}
}
if (reported)
reportCrime(ptr, victim, type, arg);
return reported;
}
void MechanicsManager::reportCrime(const MWWorld::Ptr &ptr, const MWWorld::Ptr &victim, OffenseType type, int arg)
{
const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
// Bounty for each type of crime
if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
arg = store.find("iCrimeTresspass")->getInt();
@ -849,32 +931,10 @@ namespace MWMechanics
else if (type == OT_Theft)
arg *= store.find("fCrimeStealing")->getFloat();
// TODO: In some cases (type == Assault), if no NPCs are within earshot, the report will have no effect.
// however other crime types seem to be always produce a bounty.
MWBase::Environment::get().getWindowManager()->messageBox("#{sCrimeMessage}");
ptr.getClass().getNpcStats(ptr).setBounty(ptr.getClass().getNpcStats(ptr).getBounty()
+ arg);
if (!victim.isEmpty())
{
int fight = 0;
// Increase in fight rating for each type of crime
if (type == OT_Trespassing || type == OT_SleepingInOwnedBed)
fight = store.find("iFightTrespass")->getFloat();
else if (type == OT_Pickpocket)
fight = store.find("iFightPickpocket")->getInt();
else if (type == OT_Assault)
fight = store.find("iFightAttack")->getInt();
else if (type == OT_Murder)
fight = store.find("iFightKilling")->getInt();
else if (type == OT_Theft)
fight = store.find("fFightStealing")->getFloat();
// Not sure if this should be permanent?
fight = victim.getClass().getCreatureStats(victim).getAiSetting(CreatureStats::AI_Fight).getBase() + fight;
victim.getClass().getCreatureStats(victim).setAiSetting(CreatureStats::AI_Fight, fight);
}
// If committing a crime against a faction member, expell from the faction
if (!victim.isEmpty() && victim.getClass().isNpc())
{
@ -886,8 +946,6 @@ namespace MWMechanics
ptr.getClass().getNpcStats(ptr).expell(factionID);
}
}
// TODO: make any guards in the area try to arrest the player
}
bool MechanicsManager::awarenessCheck(const MWWorld::Ptr &ptr, const MWWorld::Ptr &observer)

@ -47,7 +47,7 @@ namespace MWScript
// discard additional arguments (reset), because we have no idea what they mean.
for (unsigned int i=0; i<arg0; ++i) runtime.pop();
MWMechanics::AiActivate activatePackage(objectID);
MWMechanics::AiActivate activatePackage(objectID, 0);
MWWorld::Class::get (ptr).getCreatureStats (ptr).getAiSequence().stack(activatePackage);
std::cout << "AiActivate" << std::endl;
}

@ -401,4 +401,9 @@ namespace MWWorld
{
throw std::runtime_error("class does not support base gold");
}
bool Class::isClass(const MWWorld::Ptr& ptr, const std::string &className) const
{
return false;
}
}

@ -334,6 +334,8 @@ namespace MWWorld
static void registerClass (const std::string& key, boost::shared_ptr<Class> instance);
virtual int getBaseGold(const MWWorld::Ptr& ptr) const;
virtual bool isClass(const MWWorld::Ptr& ptr, const std::string &className) const;
};
}

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