Disallow actors to start combat with themselves (bug #3550)

Allow creatures to play initial attack dialogue
Don't add combat package to dead actors
pull/541/head
Capostrophic 6 years ago
parent 1de0d1712a
commit 453068cc7d

@ -8,6 +8,7 @@
Bug #3006: 'else if' operator breaks script compilation Bug #3006: 'else if' operator breaks script compilation
Bug #3109: SetPos/Position handles actors differently Bug #3109: SetPos/Position handles actors differently
Bug #3282: Unintended behaviour when assigning F3 and Windows keys Bug #3282: Unintended behaviour when assigning F3 and Windows keys
Bug #3550: Companion from mod attacks the air after combat has ended
Bug #3623: Display scaling breaks mouse recognition Bug #3623: Display scaling breaks mouse recognition
Bug #3725: Using script function in a non-conditional expression breaks script compilation Bug #3725: Using script function in a non-conditional expression breaks script compilation
Bug #3733: Normal maps are inverted on mirrored UVs Bug #3733: Normal maps are inverted on mirrored UVs

@ -116,6 +116,9 @@ namespace MWMechanics
|| target.getClass().getCreatureStats(target).isDead()) || target.getClass().getCreatureStats(target).isDead())
return true; return true;
if (actor == target) // This should never happen.
return true;
if (!storage.isFleeing()) if (!storage.isFleeing())
{ {
if (storage.mCurrentAction.get()) // need to wait to init action with its attack range if (storage.mCurrentAction.get()) // need to wait to init action with its attack range

@ -1647,18 +1647,28 @@ namespace MWMechanics
void MechanicsManager::startCombat(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target) void MechanicsManager::startCombat(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target)
{ {
MWMechanics::AiSequence& aiSequence = ptr.getClass().getCreatureStats(ptr).getAiSequence(); CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
if (aiSequence.isInCombat(target)) // Don't add duplicate packages nor add packages to dead actors.
if (stats.isDead() || stats.getAiSequence().isInCombat(target))
return; return;
aiSequence.stack(MWMechanics::AiCombat(target), ptr); // The target is somehow the same as the actor. Early-out.
if (ptr == target)
{
// We don't care about dialogue filters since the target is invalid.
// We still want to play the combat taunt.
MWBase::Environment::get().getDialogueManager()->say(ptr, "attack");
return;
}
stats.getAiSequence().stack(MWMechanics::AiCombat(target), ptr);
if (target == getPlayer()) if (target == getPlayer())
{ {
// if guard starts combat with player, guards pursuing player should do the same // if guard starts combat with player, guards pursuing player should do the same
if (ptr.getClass().isClass(ptr, "Guard")) if (ptr.getClass().isClass(ptr, "Guard"))
{ {
ptr.getClass().getCreatureStats(ptr).setHitAttemptActorId(target.getClass().getCreatureStats(target).getActorId()); // Stops guard from ending combat if player is unreachable stats.setHitAttemptActorId(target.getClass().getCreatureStats(target).getActorId()); // Stops guard from ending combat if player is unreachable
for (Actors::PtrActorMap::const_iterator iter = mActors.begin(); iter != mActors.end(); ++iter) for (Actors::PtrActorMap::const_iterator iter = mActors.begin(); iter != mActors.end(); ++iter)
{ {
if (iter->first.getClass().isClass(iter->first, "Guard")) if (iter->first.getClass().isClass(iter->first, "Guard"))
@ -1676,8 +1686,7 @@ namespace MWMechanics
} }
// Must be done after the target is set up, so that CreatureTargetted dialogue filter works properly // Must be done after the target is set up, so that CreatureTargetted dialogue filter works properly
if (ptr.getClass().isNpc() && !ptr.getClass().getCreatureStats(ptr).isDead()) MWBase::Environment::get().getDialogueManager()->say(ptr, "attack");
MWBase::Environment::get().getDialogueManager()->say(ptr, "attack");
} }
void MechanicsManager::getObjectsInRange(const osg::Vec3f &position, float radius, std::vector<MWWorld::Ptr> &objects) void MechanicsManager::getObjectsInRange(const osg::Vec3f &position, float radius, std::vector<MWWorld::Ptr> &objects)

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