Updated AiCombat:

-moved everything except target to temporary storage
-removed the Pathfinder since present in baseclass
-cleaned some trigonometric mess
deque
terrorfisch 10 years ago
parent 4391c1fd00
commit 4c36c67fb8

@ -26,12 +26,6 @@
namespace
{
static float sgn(Ogre::Radian a)
{
if(a.valueDegrees() > 0)
return 1.0;
return -1.0;
}
//chooses an attack depending on probability to avoid uniformity
ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement);
@ -41,16 +35,15 @@ namespace
Ogre::Vector3 AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const Ogre::Vector3& vLastTargetPos,
float duration, int weapType, float strength);
float getZAngleToDir(const Ogre::Vector3& dir, float dirLen = 0.0f)
float getZAngleToDir(const Ogre::Vector3& dir)
{
float len = (dirLen > 0.0f)? dirLen : dir.length();
return Ogre::Radian( Ogre::Math::ACos(dir.y / len) * sgn(Ogre::Math::ASin(dir.x / len)) ).valueDegrees();
return Ogre::Math::ATan2(dir.x,dir.y).valueDegrees();
}
float getXAngleToDir(const Ogre::Vector3& dir, float dirLen = 0.0f)
{
float len = (dirLen > 0.0f)? dirLen : dir.length();
return Ogre::Radian(-Ogre::Math::ASin(dir.z / len)).valueDegrees();
return -Ogre::Math::ASin(dir.z / len).valueRadians();
}
@ -90,38 +83,16 @@ namespace MWMechanics
AiCombat::AiCombat(const MWWorld::Ptr& actor) :
mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId())
, mMinMaxAttackDuration()
, mMovement()
{
init();
mLastTargetPos = Ogre::Vector3(actor.getRefData().getPosition().pos);
}
{}
AiCombat::AiCombat(const ESM::AiSequence::AiCombat *combat)
: mMinMaxAttackDuration()
, mMovement()
{
mTargetActorId = combat->mTargetActorId;
init();
}
void AiCombat::init()
{
mActionCooldown = 0;
mTimerAttack = 0;
mTimerReact = 0;
mTimerCombatMove = 0;
mFollowTarget = false;
mReadyToAttack = false;
mAttack = false;
mCombatMove = false;
mForceNoShortcut = false;
mStrength = 0;
mCell = NULL;
mLastTargetPos = Ogre::Vector3(0,0,0);
mMinMaxAttackDurationInitialised = false;
}
/*
@ -172,6 +143,29 @@ namespace MWMechanics
*/
bool AiCombat::execute (const MWWorld::Ptr& actor, AiState& state, float duration)
{
AiCombatStorage& storage = state.get<AiCombatStorage>();
// PathFinder& mPathFinder;
// ObstacleCheck& mObstacleCheck = storage.mObstacleCheck;
float& timerAttack = storage.mTimerAttack;
float& timerReact = storage.mTimerReact;
float& timerCombatMove = storage.mTimerCombatMove;
bool& readyToAttack = storage.mReadyToAttack;
bool& attack = storage.mAttack;
bool& followTarget = storage.mFollowTarget;
bool& combatMove = storage.mCombatMove;
Ogre::Vector3& lastTargetPos = storage.mLastTargetPos;
const MWWorld::CellStore*& currentCell = storage.mCell;
boost::shared_ptr<Action>& currentAction = storage.mCurrentAction;
float actionCooldown = storage.mActionCooldown;
float strength = storage.mStrength;
float (&minMaxAttackDuration)[3][2] = storage.mMinMaxAttackDuration;
bool& minMaxAttackDurationInitialised = storage.mMinMaxAttackDurationInitialised;
bool& forceNoShortcut = storage.mForceNoShortcut;
ESM::Position& shortcutFailPos = storage.mShortcutFailPos;
Ogre::Vector3& lastActorPos = storage.mLastActorPos;
MWMechanics::Movement& movement = storage.mMovement;
//General description
if(actor.getClass().getCreatureStats(actor).isDead())
return true;
@ -200,29 +194,29 @@ namespace MWMechanics
}
//Update every frame
if(mCombatMove)
if(combatMove)
{
mTimerCombatMove -= duration;
if( mTimerCombatMove <= 0)
timerCombatMove -= duration;
if( timerCombatMove <= 0)
{
mTimerCombatMove = 0;
mMovement.mPosition[1] = mMovement.mPosition[0] = 0;
mCombatMove = false;
timerCombatMove = 0;
movement.mPosition[1] = movement.mPosition[0] = 0;
combatMove = false;
}
}
actorClass.getMovementSettings(actor) = mMovement;
actorClass.getMovementSettings(actor) = movement;
actorClass.getMovementSettings(actor).mRotation[0] = 0;
actorClass.getMovementSettings(actor).mRotation[2] = 0;
if(mMovement.mRotation[2] != 0)
if(movement.mRotation[2] != 0)
{
if(zTurn(actor, Ogre::Degree(mMovement.mRotation[2]))) mMovement.mRotation[2] = 0;
if(zTurn(actor, Ogre::Degree(movement.mRotation[2]))) movement.mRotation[2] = 0;
}
if(mMovement.mRotation[0] != 0)
if(movement.mRotation[0] != 0)
{
if(smoothTurn(actor, Ogre::Degree(mMovement.mRotation[0]), 0)) mMovement.mRotation[0] = 0;
if(smoothTurn(actor, Ogre::Degree(movement.mRotation[0]), 0)) movement.mRotation[0] = 0;
}
//TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f
@ -230,44 +224,44 @@ namespace MWMechanics
ESM::Weapon::AttackType attackType;
if(mReadyToAttack)
if(readyToAttack)
{
if (!mMinMaxAttackDurationInitialised)
if (!minMaxAttackDurationInitialised)
{
// TODO: this must be updated when a different weapon is equipped
getMinMaxAttackDuration(actor, mMinMaxAttackDuration);
mMinMaxAttackDurationInitialised = true;
getMinMaxAttackDuration(actor, minMaxAttackDuration);
minMaxAttackDurationInitialised = true;
}
if (mTimerAttack < 0) mAttack = false;
if (timerAttack < 0) attack = false;
mTimerAttack -= duration;
timerAttack -= duration;
}
else
{
mTimerAttack = -attacksPeriod;
mAttack = false;
timerAttack = -attacksPeriod;
attack = false;
}
actorClass.getCreatureStats(actor).setAttackingOrSpell(mAttack);
actorClass.getCreatureStats(actor).setAttackingOrSpell(attack);
mActionCooldown -= duration;
actionCooldown -= duration;
float tReaction = 0.25f;
if(mTimerReact < tReaction)
if(timerReact < tReaction)
{
mTimerReact += duration;
timerReact += duration;
return false;
}
//Update with period = tReaction
mTimerReact = 0;
timerReact = 0;
bool cellChange = mCell && (actor.getCell() != mCell);
if(!mCell || cellChange)
bool cellChange = currentCell && (actor.getCell() != currentCell);
if(!currentCell || cellChange)
{
mCell = actor.getCell();
currentCell = actor.getCell();
}
MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(actor);
@ -276,18 +270,18 @@ namespace MWMechanics
actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
if (mActionCooldown > 0)
if (actionCooldown > 0)
return false;
float rangeAttack = 0;
float rangeFollow = 0;
if (anim->upperBodyReady())
{
mCurrentAction = prepareNextAction(actor, target);
mActionCooldown = mCurrentAction->getActionCooldown();
currentAction = prepareNextAction(actor, target);
actionCooldown = currentAction->getActionCooldown();
}
if (mCurrentAction.get())
mCurrentAction->getCombatRange(rangeAttack, rangeFollow);
if (currentAction.get())
currentAction->getCombatRange(rangeAttack, rangeFollow);
// FIXME: consider moving this stuff to ActionWeapon::getCombatRange
const ESM::Weapon *weapon = NULL;
@ -347,20 +341,20 @@ namespace MWMechanics
}
// start new attack
if(mReadyToAttack)
if(readyToAttack)
{
if(mTimerAttack <= -attacksPeriod)
if(timerAttack <= -attacksPeriod)
{
mAttack = true; // attack starts just now
attack = true; // attack starts just now
if (!distantCombat) attackType = chooseBestAttack(weapon, mMovement);
if (!distantCombat) attackType = chooseBestAttack(weapon, movement);
else attackType = ESM::Weapon::AT_Chop; // cause it's =0
mStrength = static_cast<float>(rand()) / RAND_MAX;
strength = static_cast<float>(rand()) / RAND_MAX;
// Note: may be 0 for some animations
mTimerAttack = mMinMaxAttackDuration[attackType][0] +
(mMinMaxAttackDuration[attackType][1] - mMinMaxAttackDuration[attackType][0]) * mStrength;
timerAttack = minMaxAttackDuration[attackType][0] +
(minMaxAttackDuration[attackType][1] - minMaxAttackDuration[attackType][0]) * strength;
//say a provoking combat phrase
if (actor.getClass().isNpc())
@ -414,10 +408,10 @@ namespace MWMechanics
bool isStuck = false;
float speed = 0.0f;
if(mMovement.mPosition[1] && (mLastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * tReaction / 2)
if(movement.mPosition[1] && (lastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * tReaction / 2)
isStuck = true;
mLastActorPos = vActorPos;
lastActorPos = vActorPos;
// check if actor can move along z-axis
bool canMoveByZ = (actorClass.canSwim(actor) && world->isSwimming(actor))
@ -427,7 +421,7 @@ namespace MWMechanics
bool inLOS = distantCombat ? world->getLOS(actor, target) : true;
// (within attack dist) || (not quite attack dist while following)
if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && mFollowTarget && !isStuck)))
if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && followTarget && !isStuck)))
{
//Melee and Close-up combat
@ -437,29 +431,29 @@ namespace MWMechanics
// note: in getZAngleToDir if we preserve dir.z then horizontal angle can be inaccurate
if (distantCombat)
{
Ogre::Vector3 vAimDir = AimDirToMovingTarget(actor, target, mLastTargetPos, tReaction, weaptype, mStrength);
mLastTargetPos = vTargetPos;
mMovement.mRotation[0] = getXAngleToDir(vAimDir);
mMovement.mRotation[2] = getZAngleToDir(Ogre::Vector3(vAimDir.x, vAimDir.y, 0));
Ogre::Vector3 vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, tReaction, weaptype, strength);
lastTargetPos = vTargetPos;
movement.mRotation[0] = getXAngleToDir(vAimDir);
movement.mRotation[2] = getZAngleToDir(vAimDir);
}
else
{
mMovement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
mMovement.mRotation[2] = getZAngleToDir(Ogre::Vector3(vDirToTarget.x, vDirToTarget.y, 0));
movement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
movement.mRotation[2] = getZAngleToDir(vDirToTarget);
}
// (not quite attack dist while following)
if (mFollowTarget && distToTarget > rangeAttack)
if (followTarget && distToTarget > rangeAttack)
{
//Close-up combat: just run up on target
mMovement.mPosition[1] = 1;
movement.mPosition[1] = 1;
}
else // (within attack dist)
{
if(mMovement.mPosition[0] || mMovement.mPosition[1])
if(movement.mPosition[0] || movement.mPosition[1])
{
mTimerCombatMove = 0.1f + 0.1f * static_cast<float>(rand())/RAND_MAX;
mCombatMove = true;
timerCombatMove = 0.1f + 0.1f * static_cast<float>(rand())/RAND_MAX;
combatMove = true;
}
// only NPCs are smart enough to use dodge movements
else if(actorClass.isNpc() && (!distantCombat || (distantCombat && distToTarget < rangeAttack/2)))
@ -467,20 +461,20 @@ namespace MWMechanics
//apply sideway movement (kind of dodging) with some probability
if(static_cast<float>(rand())/RAND_MAX < 0.25)
{
mMovement.mPosition[0] = static_cast<float>(rand())/RAND_MAX < 0.5? 1: -1;
mTimerCombatMove = 0.05f + 0.15f * static_cast<float>(rand())/RAND_MAX;
mCombatMove = true;
movement.mPosition[0] = static_cast<float>(rand())/RAND_MAX < 0.5? 1: -1;
timerCombatMove = 0.05f + 0.15f * static_cast<float>(rand())/RAND_MAX;
combatMove = true;
}
}
if(distantCombat && distToTarget < rangeAttack/4)
{
mMovement.mPosition[1] = -1;
movement.mPosition[1] = -1;
}
mReadyToAttack = true;
readyToAttack = true;
//only once got in melee combat, actor is allowed to use close-up shortcutting
mFollowTarget = true;
followTarget = true;
}
}
else // remote pathfinding
@ -489,8 +483,8 @@ namespace MWMechanics
if (!distantCombat) inLOS = world->getLOS(actor, target);
// check if shortcut is available
if(inLOS && (!isStuck || mReadyToAttack)
&& (!mForceNoShortcut || (Ogre::Vector3(mShortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST))
if(inLOS && (!isStuck || readyToAttack)
&& (!forceNoShortcut || (Ogre::Vector3(shortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST))
{
if(speed == 0.0f) speed = actorClass.getSpeed(actor);
// maximum dist before pit/obstacle for actor to avoid them depending on his speed
@ -504,21 +498,21 @@ namespace MWMechanics
if(preferShortcut)
{
if (canMoveByZ)
mMovement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
mForceNoShortcut = false;
mShortcutFailPos.pos[0] = mShortcutFailPos.pos[1] = mShortcutFailPos.pos[2] = 0;
movement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
movement.mRotation[2] = getZAngleToDir(vDirToTarget);
forceNoShortcut = false;
shortcutFailPos.pos[0] = shortcutFailPos.pos[1] = shortcutFailPos.pos[2] = 0;
mPathFinder.clearPath();
}
else // if shortcut failed stick to path grid
{
if(!isStuck && mShortcutFailPos.pos[0] == 0.0f && mShortcutFailPos.pos[1] == 0.0f && mShortcutFailPos.pos[2] == 0.0f)
if(!isStuck && shortcutFailPos.pos[0] == 0.0f && shortcutFailPos.pos[1] == 0.0f && shortcutFailPos.pos[2] == 0.0f)
{
mForceNoShortcut = true;
mShortcutFailPos = pos;
forceNoShortcut = true;
shortcutFailPos = pos;
}
mFollowTarget = false;
followTarget = false;
buildNewPath(actor, target); //may fail to build a path, check before use
@ -536,7 +530,7 @@ namespace MWMechanics
// if current actor pos is closer to target then last point of path (excluding target itself) then go straight on target
if(distToTarget <= (vTargetPos - vBeforeTarget).length())
{
mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
movement.mRotation[2] = getZAngleToDir(vDirToTarget);
preferShortcut = true;
}
}
@ -545,20 +539,20 @@ namespace MWMechanics
if(!preferShortcut)
{
if(!mPathFinder.getPath().empty())
mMovement.mRotation[2] = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
movement.mRotation[2] = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
else
mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
movement.mRotation[2] = getZAngleToDir(vDirToTarget);
}
}
mMovement.mPosition[1] = 1;
if (mReadyToAttack)
movement.mPosition[1] = 1;
if (readyToAttack)
{
// to stop possible sideway moving after target moved out of attack range
mCombatMove = true;
mTimerCombatMove = 0;
combatMove = true;
timerCombatMove = 0;
}
mReadyToAttack = false;
readyToAttack = false;
}
if(!isStuck && distToTarget > rangeAttack && !distantCombat)
@ -579,16 +573,16 @@ namespace MWMechanics
float t = s1/speed1;
float s2 = speed2 * t;
float t_swing =
mMinMaxAttackDuration[ESM::Weapon::AT_Thrust][0] +
(mMinMaxAttackDuration[ESM::Weapon::AT_Thrust][1] - mMinMaxAttackDuration[ESM::Weapon::AT_Thrust][0]) * static_cast<float>(rand()) / RAND_MAX;
minMaxAttackDuration[ESM::Weapon::AT_Thrust][0] +
(minMaxAttackDuration[ESM::Weapon::AT_Thrust][1] - minMaxAttackDuration[ESM::Weapon::AT_Thrust][0]) * static_cast<float>(rand()) / RAND_MAX;
if (t + s2/speed1 <= t_swing)
{
mReadyToAttack = true;
if(mTimerAttack <= -attacksPeriod)
readyToAttack = true;
if(timerAttack <= -attacksPeriod)
{
mTimerAttack = t_swing;
mAttack = true;
timerAttack = t_swing;
attack = true;
}
}
}
@ -598,7 +592,7 @@ namespace MWMechanics
// coded at 250ms or 1/4 second
//
// TODO: Add a parameter to vary DURATION_SAME_SPOT?
if((distToTarget > rangeAttack || mFollowTarget) &&
if((distToTarget > rangeAttack || followTarget) &&
mObstacleCheck.check(actor, tReaction)) // check if evasive action needed
{
// probably walking into another NPC TODO: untested in combat situation
@ -610,8 +604,8 @@ namespace MWMechanics
if(mPathFinder.isPathConstructed())
zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
if(mFollowTarget)
mFollowTarget = false;
if(followTarget)
followTarget = false;
// FIXME: can fool actors to stay behind doors, etc.
// Related to Bug#1102 and to some degree #1155 as well
}

@ -54,40 +54,63 @@ namespace MWMechanics
virtual void writeState(ESM::AiSequence::AiSequence &sequence) const;
private:
PathFinder mPathFinder;
// controls duration of the actual strike
float mTimerAttack;
float mTimerReact;
// controls duration of the sideway & forward moves
// when mCombatMove is true
float mTimerCombatMove;
// AiCombat states
bool mReadyToAttack, mAttack;
bool mFollowTarget;
bool mCombatMove;
float mStrength; // this is actually make sense only in ranged combat
float mMinMaxAttackDuration[3][2]; // slash, thrust, chop has different durations
bool mMinMaxAttackDurationInitialised;
bool mForceNoShortcut;
ESM::Position mShortcutFailPos;
Ogre::Vector3 mLastActorPos;
MWMechanics::Movement mMovement;
int mTargetActorId;
Ogre::Vector3 mLastTargetPos;
const MWWorld::CellStore* mCell;
ObstacleCheck mObstacleCheck;
boost::shared_ptr<Action> mCurrentAction;
float mActionCooldown;
void buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target);
};
struct AiCombatStorage : AiTemporaryBase
{
// controls duration of the actual strike
float mTimerAttack;
float mTimerReact;
// controls duration of the sideway & forward moves
// when mCombatMove is true
float mTimerCombatMove;
// AiCombat states
bool mReadyToAttack, mAttack;
bool mFollowTarget;
bool mCombatMove;
Ogre::Vector3 mLastTargetPos;
const MWWorld::CellStore* mCell;
boost::shared_ptr<Action> mCurrentAction;
float mActionCooldown;
float mStrength; // this is actually make sense only in ranged combat
float mMinMaxAttackDuration[3][2]; // slash, thrust, chop has different durations
bool mMinMaxAttackDurationInitialised;
bool mForceNoShortcut;
ESM::Position mShortcutFailPos;
Ogre::Vector3 mLastActorPos;
MWMechanics::Movement mMovement;
AiCombatStorage()
{
mActionCooldown = 0;
mTimerAttack = 0;
mTimerReact = 0;
mTimerCombatMove = 0;
mFollowTarget = false;
mReadyToAttack = false;
mAttack = false;
mCombatMove = false;
mForceNoShortcut = false;
mStrength = 0;
mCell = NULL;
mLastTargetPos = Ogre::Vector3(0,0,0);
mLastActorPos = Ogre::Vector3(0,0,0);
mMinMaxAttackDurationInitialised = false;
}
};
}
#endif

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