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Merge pull request #1423 from akortunov/spellpriority
Combat AI: use effective cast cost when rate enchanted weapon
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commit
43fda6cf07
1 changed files with 8 additions and 4 deletions
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@ -13,6 +13,7 @@
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#include "combat.hpp"
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#include "aicombataction.hpp"
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#include "spellpriority.hpp"
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#include "spellcasting.hpp"
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namespace MWMechanics
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{
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@ -90,10 +91,13 @@ namespace MWMechanics
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if (!weapon->mEnchant.empty())
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{
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const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(weapon->mEnchant);
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if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes
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&& (item.getCellRef().getEnchantmentCharge() == -1
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|| item.getCellRef().getEnchantmentCharge() >= enchantment->mData.mCost))
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rating += rateEffects(enchantment->mEffects, actor, enemy);
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if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes)
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{
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int castCost = getEffectiveEnchantmentCastCost(static_cast<float>(enchantment->mData.mCost), actor);
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if (item.getCellRef().getEnchantmentCharge() == -1 || item.getCellRef().getEnchantmentCharge() >= castCost)
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rating += rateEffects(enchantment->mEffects, actor, enemy);
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}
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}
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int skill = item.getClass().getEquipmentSkill(item);
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