1
0
Fork 1
mirror of https://github.com/TES3MP/openmw-tes3mp.git synced 2025-01-16 19:19:56 +00:00

Merge pull request #1423 from akortunov/spellpriority

Combat AI: use effective cast cost when rate enchanted weapon
This commit is contained in:
scrawl 2017-08-29 22:38:36 +00:00 committed by GitHub
commit 43fda6cf07

View file

@ -13,6 +13,7 @@
#include "combat.hpp"
#include "aicombataction.hpp"
#include "spellpriority.hpp"
#include "spellcasting.hpp"
namespace MWMechanics
{
@ -90,10 +91,13 @@ namespace MWMechanics
if (!weapon->mEnchant.empty())
{
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(weapon->mEnchant);
if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes
&& (item.getCellRef().getEnchantmentCharge() == -1
|| item.getCellRef().getEnchantmentCharge() >= enchantment->mData.mCost))
rating += rateEffects(enchantment->mEffects, actor, enemy);
if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes)
{
int castCost = getEffectiveEnchantmentCastCost(static_cast<float>(enchantment->mData.mCost), actor);
if (item.getCellRef().getEnchantmentCharge() == -1 || item.getCellRef().getEnchantmentCharge() >= castCost)
rating += rateEffects(enchantment->mEffects, actor, enemy);
}
}
int skill = item.getClass().getEquipmentSkill(item);