mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-20 06:23:52 +00:00
Merge remote-tracking branch 'mrcheko/master'
Conflicts: apps/openmw/mwmechanics/aicombat.cpp apps/openmw/mwmechanics/character.cpp apps/openmw/mwmechanics/character.hpp
This commit is contained in:
commit
4e360136b1
6 changed files with 368 additions and 106 deletions
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@ -13,6 +13,7 @@
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/manualref.hpp"
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#include "../mwworld/actionequip.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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@ -208,7 +209,7 @@ namespace MWMechanics
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&& LOS
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)
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{
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creatureStats.getAiSequence().stack(AiCombat("player"));
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creatureStats.getAiSequence().stack(AiCombat(MWBase::Environment::get().getWorld()->getPlayer().getPlayer()));
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creatureStats.setHostile(true);
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}
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}
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@ -4,15 +4,18 @@
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#include "../mwworld/class.hpp"
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#include "../mwworld/timestamp.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/dialoguemanager.hpp"
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#include "character.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "creaturestats.hpp"
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#include "npcstats.hpp"
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#include <OgreMath.h>
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#include <OgreVector3.h>
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namespace
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{
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@ -22,23 +25,104 @@ namespace
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return 1.0;
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return -1.0;
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}
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void determineAttackType(const MWWorld::Ptr& actor, MWMechanics::Movement &movement);
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//chooses an attack depending on probability to avoid uniformity
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void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement);
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}
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namespace MWMechanics
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{
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AiCombat::AiCombat(const std::string &targetId)
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:mTargetId(targetId),mTimer(0),mTimer2(0)
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AiCombat::AiCombat(const MWWorld::Ptr& actor) :
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mTarget(actor),
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mTimerAttack(0),
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mTimerReact(0),
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mTimerCombatMove(0),
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mCloseUp(false),
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mReadyToAttack(false),
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mStrike(false),
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mCombatMove(false),
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mMovement()
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{
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}
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bool AiCombat::execute (const MWWorld::Ptr& actor,float duration)
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{
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if(!MWWorld::Class::get(actor).getCreatureStats(actor).isHostile()) return true;
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//General description
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if(!actor.getClass().getCreatureStats(actor).isHostile())
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return true;
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if(actor.getClass().getCreatureStats(actor).getHealth().getCurrent() <= 0)
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return true;
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mTargetId, false);
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//Update every frame
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if(mReadyToAttack)
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determineAttackType(actor, mMovement);
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if(MWWorld::Class::get(actor).getCreatureStats(actor).getHealth().getCurrent() <= 0) return true;
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if(mCombatMove)
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{
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mTimerCombatMove -= duration;
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if( mTimerCombatMove <= 0)
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{
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mTimerCombatMove = 0;
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mMovement.mPosition[1] = mMovement.mPosition[0] = 0;
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mCombatMove = false;
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}
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}
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actor.getClass().getMovementSettings(actor) = mMovement;
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//actor.getClass().getCreatureStats(actor).setAttackingOrSpell(mReadyToAttack);
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mTimerAttack -= duration;
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actor.getClass().getCreatureStats(actor).setAttackingOrSpell(mStrike);
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float tReaction = 0.25f;
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if(mTimerReact < tReaction)
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{
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mTimerReact += duration;
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return false;
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}
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//Update with period = tReaction
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mTimerReact = 0;
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//actual attacking logic
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//TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f
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float attackPeriod = 1.0f;
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if(mReadyToAttack)
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{
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if(mTimerAttack <= -attackPeriod)
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{
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//TODO: should depend on time between 'start' to 'min attack'
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//for better controlling of NPCs' attack strength.
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//Also it seems that this time is different for slash/thrust/chop
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mTimerAttack = 0.35f * static_cast<float>(rand())/RAND_MAX;
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mStrike = true;
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//say a provoking combat phrase
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if (actor.getClass().isNpc())
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{
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const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
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int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt();
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int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99]
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if (roll < chance)
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{
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MWBase::Environment::get().getDialogueManager()->say(actor, "attack");
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}
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}
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}
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else if (mTimerAttack <= 0)
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mStrike = false;
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}
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else
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{
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mTimerAttack = -attackPeriod;
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mStrike = false;
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}
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const MWWorld::Class &cls = actor.getClass();
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const ESM::Weapon *weapon = NULL;
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MWMechanics::WeaponType weaptype;
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float weapRange, weapSpeed = 1.0f;
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actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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@ -47,10 +131,192 @@ namespace MWMechanics
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MWMechanics::DrawState_ state = actor.getClass().getCreatureStats(actor).getDrawState();
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if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
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actor.getClass().getCreatureStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
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//MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(true);
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//Get weapon speed and range
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MWWorld::ContainerStoreIterator weaponSlot =
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MWMechanics::getActiveWeapon(cls.getCreatureStats(actor), cls.getInventoryStore(actor), &weaptype);
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if (weaptype == WeapType_HandToHand)
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{
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const MWWorld::Store<ESM::GameSetting> &gmst =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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weapRange = gmst.find("fHandToHandReach")->getFloat();
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}
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else
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{
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weapon = weaponSlot->get<ESM::Weapon>()->mBase;
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weapRange = weapon->mData.mReach;
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weapSpeed = weapon->mData.mSpeed;
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}
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weapRange *= 100.0f;
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}
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else //is creature
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{
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weaptype = WeapType_HandToHand; //doesn't matter, should only reflect if it is melee or distant weapon
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weapRange = 100; //TODO: use true attack range (the same problem in Creature::hit)
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}
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//MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
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ESM::Position pos = actor.getRefData().getPosition();
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float zAngle;
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float rangeMelee;
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float rangeCloseUp;
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bool distantCombat = false;
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if (weaptype==WeapType_BowAndArrow || weaptype==WeapType_Crossbow || weaptype==WeapType_ThowWeapon) // || WeapType_Spell_OnTarget
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{
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rangeMelee = 1000; // TODO: should depend on archer skill
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rangeCloseUp = 0; //doesn't needed when attacking from distance
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distantCombat = true;
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}
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else
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{
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rangeMelee = weapRange;
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rangeCloseUp = 300;
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}
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Ogre::Vector3 vStart(pos.pos[0], pos.pos[1], pos.pos[2]);
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ESM::Position targetPos = mTarget.getRefData().getPosition();
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Ogre::Vector3 vDest(targetPos.pos[0], targetPos.pos[1], targetPos.pos[2]);
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Ogre::Vector3 vDir = vDest - vStart;
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float distBetween = vDir.length();
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if(distBetween < rangeMelee || (distBetween <= rangeCloseUp && mCloseUp) )
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{
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//Melee and Close-up combat
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vDir.z = 0;
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float dirLen = vDir.length();
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zAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / dirLen) * sgn(Ogre::Math::ASin(vDir.x / dirLen)) ).valueDegrees();
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// TODO: use movement settings instead of rotating directly
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MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
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if(mPathFinder.isPathConstructed())
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mPathFinder.clearPath();
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//MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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//bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget);
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if (mCloseUp && distBetween > rangeMelee)
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{
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//Close-up combat: just run up on target
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mMovement.mPosition[1] = 1;
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}
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else
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{
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//Melee: stop running and attack
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mMovement.mPosition[1] = 0;
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chooseBestAttack(weapon, mMovement);
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if(mMovement.mPosition[0] != 0 || mMovement.mPosition[1])
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{
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mTimerCombatMove = 0.1f + 0.1f * static_cast<float>(rand())/RAND_MAX;
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mCombatMove = true;
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}
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else if(!distantCombat || (distantCombat && rangeMelee/5))
|
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{
|
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//apply sideway movement (kind of dodging) with some probability
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if(static_cast<float>(rand())/RAND_MAX < 0.25)
|
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{
|
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mMovement.mPosition[0] = static_cast<float>(rand())/RAND_MAX < 0.5? 1: -1;
|
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mTimerCombatMove = 0.05f + 0.15f * static_cast<float>(rand())/RAND_MAX;
|
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mCombatMove = true;
|
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}
|
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}
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if(distantCombat && distBetween < rangeMelee/4)
|
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{
|
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mMovement.mPosition[1] = -1;
|
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}
|
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|
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mReadyToAttack = true;
|
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//only once got in melee combat, actor is allowed to use close-up shortcutting
|
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mCloseUp = true;
|
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}
|
||||
}
|
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else
|
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{
|
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//target is at far distance: build & follow the path
|
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mCloseUp = false;
|
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|
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buildNewPath(actor);
|
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|
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//delete visited path node
|
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mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]);
|
||||
|
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zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
|
||||
|
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// TODO: use movement settings instead of rotating directly
|
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MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
|
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//MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
|
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mMovement.mPosition[1] = 1;
|
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mReadyToAttack = false;
|
||||
}
|
||||
|
||||
if(distBetween > rangeMelee)
|
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{
|
||||
//special run attack; it shouldn't affect melee combat tactics
|
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if(actor.getClass().getMovementSettings(actor).mPosition[1] == 1)
|
||||
{
|
||||
//check if actor can overcome the distance = distToTarget - attackerWeapRange
|
||||
//less than in time of playing weapon anim from 'start' to 'hit' tags (t_swing)
|
||||
//then start attacking
|
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float speed1 = cls.getSpeed(actor);
|
||||
float speed2 = mTarget.getClass().getSpeed(mTarget);
|
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if(mTarget.getClass().getMovementSettings(mTarget).mPosition[0] == 0
|
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&& mTarget.getClass().getMovementSettings(mTarget).mPosition[1] == 0)
|
||||
speed2 = 0;
|
||||
|
||||
float s1 = distBetween - weapRange;
|
||||
float t = s1/speed1;
|
||||
float s2 = speed2 * t;
|
||||
float t_swing = 0.17f/weapSpeed;//0.17 should be the time of playing weapon anim from 'start' to 'hit' tags
|
||||
if (t + s2/speed1 <= t_swing)
|
||||
{
|
||||
mReadyToAttack = true;
|
||||
if(mTimerAttack <= -attackPeriod)
|
||||
{
|
||||
mTimerAttack = 0.3f*static_cast<float>(rand())/RAND_MAX;
|
||||
mStrike = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void AiCombat::buildNewPath(const MWWorld::Ptr& actor)
|
||||
{
|
||||
//Construct path to target
|
||||
ESM::Pathgrid::Point dest;
|
||||
dest.mX = mTarget.getRefData().getPosition().pos[0];
|
||||
dest.mY = mTarget.getRefData().getPosition().pos[1];
|
||||
dest.mZ = mTarget.getRefData().getPosition().pos[2];
|
||||
Ogre::Vector3 newPathTarget = Ogre::Vector3(dest.mX, dest.mY, dest.mZ);
|
||||
|
||||
ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
|
||||
Ogre::Vector3 currPathTarget(lastPt.mX, lastPt.mY, lastPt.mZ);
|
||||
float dist = Ogre::Math::Abs((newPathTarget - currPathTarget).length());
|
||||
|
||||
float targetPosThreshold;
|
||||
bool isOutside = actor.getCell()->mCell->isExterior();
|
||||
if (isOutside)
|
||||
targetPosThreshold = 300;
|
||||
else
|
||||
targetPosThreshold = 100;
|
||||
|
||||
if(dist > targetPosThreshold)
|
||||
{
|
||||
//construct new path only if target has moved away more than on <targetPosThreshold>
|
||||
ESM::Position pos = actor.getRefData().getPosition();
|
||||
|
||||
ESM::Pathgrid::Point start;
|
||||
start.mX = pos.pos[0];
|
||||
start.mY = pos.pos[1];
|
||||
start.mZ = pos.pos[2];
|
||||
|
||||
const ESM::Pathgrid *pathgrid =
|
||||
MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
|
||||
|
||||
|
@ -63,86 +329,20 @@ namespace MWMechanics
|
|||
yCell = actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE;
|
||||
}
|
||||
|
||||
ESM::Pathgrid::Point dest;
|
||||
dest.mX = target.getRefData().getPosition().pos[0];
|
||||
dest.mY = target.getRefData().getPosition().pos[1];
|
||||
dest.mZ = target.getRefData().getPosition().pos[2];
|
||||
|
||||
ESM::Pathgrid::Point start;
|
||||
start.mX = pos.pos[0];
|
||||
start.mY = pos.pos[1];
|
||||
start.mZ = pos.pos[2];
|
||||
|
||||
mTimer2 = mTimer2 + duration;
|
||||
|
||||
if(!mPathFinder.isPathConstructed())
|
||||
mPathFinder.buildPath(start, dest, pathgrid, xCell, yCell, true);
|
||||
mPathFinder.buildPath(start, dest, pathgrid, xCell, yCell, isOutside);
|
||||
else
|
||||
{
|
||||
mPathFinder2.buildPath(start, dest, pathgrid, xCell, yCell, true);
|
||||
ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
|
||||
if((mTimer2 > 0.25)&&(mPathFinder2.getPathSize() < mPathFinder.getPathSize() ||
|
||||
(dest.mX - lastPt.mX)*(dest.mX - lastPt.mX)+(dest.mY - lastPt.mY)*(dest.mY - lastPt.mY)+(dest.mZ - lastPt.mZ)*(dest.mZ - lastPt.mZ) > 200*200))
|
||||
{
|
||||
mTimer2 = 0;
|
||||
mPathFinder = mPathFinder2;
|
||||
PathFinder newPathFinder;
|
||||
newPathFinder.buildPath(start, dest, pathgrid, xCell, yCell, isOutside);
|
||||
|
||||
//TO EXPLORE:
|
||||
//maybe here is a mistake (?): PathFinder::getPathSize() returns number of grid points in the path,
|
||||
//not the actual path length. Here we should know if the new path is actually more effective.
|
||||
//if(pathFinder2.getPathSize() < mPathFinder.getPathSize())
|
||||
mPathFinder = newPathFinder;
|
||||
}
|
||||
}
|
||||
|
||||
mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]);
|
||||
|
||||
float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
|
||||
|
||||
// TODO: use movement settings instead of rotating directly
|
||||
MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
|
||||
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
|
||||
|
||||
|
||||
float range = 100;
|
||||
MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
|
||||
if((dest.mX - start.mX)*(dest.mX - start.mX)+(dest.mY - start.mY)*(dest.mY - start.mY)+(dest.mZ - start.mZ)*(dest.mZ - start.mZ)
|
||||
< range*range)
|
||||
{
|
||||
float directionX = dest.mX - start.mX;
|
||||
float directionY = dest.mY - start.mY;
|
||||
float directionResult = sqrt(directionX * directionX + directionY * directionY);
|
||||
|
||||
zAngle = Ogre::Radian( Ogre::Math::ACos(directionY / directionResult) * sgn(Ogre::Math::ASin(directionX / directionResult)) ).valueDegrees();
|
||||
// TODO: use movement settings instead of rotating directly
|
||||
MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
|
||||
|
||||
mPathFinder.clearPath();
|
||||
|
||||
if(mTimer == 0)
|
||||
{
|
||||
MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
|
||||
//mTimer = mTimer + duration;
|
||||
}
|
||||
if( mTimer > 1)
|
||||
{
|
||||
if (actor.getClass().isNpc())
|
||||
{
|
||||
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
|
||||
int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt();
|
||||
int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99]
|
||||
if (roll < chance)
|
||||
{
|
||||
MWBase::Environment::get().getDialogueManager()->say(actor, "attack");
|
||||
}
|
||||
}
|
||||
|
||||
MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(true);
|
||||
mTimer = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
mTimer = mTimer + duration;
|
||||
}
|
||||
|
||||
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
|
||||
//MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(!MWWorld::Class::get(actor).getCreatureStats(actor).getAttackingOrSpell());
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
int AiCombat::getTypeId() const
|
||||
|
@ -157,7 +357,7 @@ namespace MWMechanics
|
|||
|
||||
const std::string &AiCombat::getTargetId() const
|
||||
{
|
||||
return mTargetId;
|
||||
return mTarget.getRefData().getHandle();
|
||||
}
|
||||
|
||||
AiCombat *MWMechanics::AiCombat::clone() const
|
||||
|
@ -166,3 +366,53 @@ namespace MWMechanics
|
|||
}
|
||||
}
|
||||
|
||||
namespace
|
||||
{
|
||||
void determineAttackType(const MWWorld::Ptr& actor, MWMechanics::Movement &movement)
|
||||
{
|
||||
if (movement.mPosition[0] && !movement.mPosition[1]) //sideway
|
||||
actor.getClass().getCreatureStats(actor).setAttackType(MWMechanics::CreatureStats::AT_Slash);
|
||||
else if (movement.mPosition[1]) //forward
|
||||
actor.getClass().getCreatureStats(actor).setAttackType(MWMechanics::CreatureStats::AT_Thrust);
|
||||
else
|
||||
actor.getClass().getCreatureStats(actor).setAttackType(MWMechanics::CreatureStats::AT_Chop);
|
||||
}
|
||||
|
||||
void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement)
|
||||
{
|
||||
//the more damage attackType deals the more probability it has
|
||||
|
||||
if (weapon == NULL)
|
||||
{
|
||||
//hand-to-hand and creatures' attacks handled here
|
||||
//hand-to-hand deals equal damage
|
||||
float roll = static_cast<float>(rand())/RAND_MAX;
|
||||
if(roll <= 0.333f) //side punch
|
||||
{
|
||||
movement.mPosition[0] = (static_cast<float>(rand())/RAND_MAX < 0.5f)? 1: -1;
|
||||
movement.mPosition[1] = 0;
|
||||
}
|
||||
else if(roll <= 0.666f) //forward punch
|
||||
movement.mPosition[1] = 1;
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
|
||||
int chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1])/2;
|
||||
int thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1])/2;
|
||||
|
||||
float total = slash + chop + thrust;
|
||||
|
||||
float roll = static_cast<float>(rand())/RAND_MAX;
|
||||
if(roll <= static_cast<float>(slash)/total)
|
||||
{
|
||||
movement.mPosition[0] = (static_cast<float>(rand())/RAND_MAX < 0.5f)? 1: -1;
|
||||
movement.mPosition[1] = 0;
|
||||
}
|
||||
else if(roll <= (static_cast<float>(slash) + static_cast<float>(thrust))/total)
|
||||
movement.mPosition[1] = 1;
|
||||
//else chop
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -7,12 +7,14 @@
|
|||
|
||||
#include "movement.hpp"
|
||||
|
||||
#include "../mwbase/world.hpp"
|
||||
|
||||
namespace MWMechanics
|
||||
{
|
||||
class AiCombat : public AiPackage
|
||||
{
|
||||
public:
|
||||
AiCombat(const std::string &targetId);
|
||||
AiCombat(const MWWorld::Ptr& actor);
|
||||
|
||||
virtual AiCombat *clone() const;
|
||||
|
||||
|
@ -26,12 +28,22 @@ namespace MWMechanics
|
|||
const std::string &getTargetId() const;
|
||||
|
||||
private:
|
||||
std::string mTargetId;
|
||||
|
||||
PathFinder mPathFinder;
|
||||
PathFinder mPathFinder2;
|
||||
float mTimer;
|
||||
float mTimer2;
|
||||
//controls duration of the actual strike
|
||||
float mTimerAttack;
|
||||
float mTimerReact;
|
||||
//controls duration of the sideway & forward moves
|
||||
//when mCombatMove is true
|
||||
float mTimerCombatMove;
|
||||
|
||||
bool mReadyToAttack, mStrike;
|
||||
bool mCloseUp;
|
||||
bool mCombatMove;
|
||||
|
||||
MWMechanics::Movement mMovement;
|
||||
MWWorld::Ptr mTarget;
|
||||
|
||||
void buildNewPath(const MWWorld::Ptr& actor);
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -317,7 +317,7 @@ void CharacterController::refreshCurrentAnims(CharacterState idle, CharacterStat
|
|||
}
|
||||
|
||||
|
||||
void CharacterController::getWeaponGroup(WeaponType weaptype, std::string &group)
|
||||
void getWeaponGroup(WeaponType weaptype, std::string &group)
|
||||
{
|
||||
const WeaponInfo *info = std::find_if(sWeaponTypeList, sWeaponTypeListEnd, FindWeaponType(weaptype));
|
||||
if(info != sWeaponTypeListEnd)
|
||||
|
@ -325,7 +325,7 @@ void CharacterController::getWeaponGroup(WeaponType weaptype, std::string &group
|
|||
}
|
||||
|
||||
|
||||
MWWorld::ContainerStoreIterator CharacterController::getActiveWeapon(CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype)
|
||||
MWWorld::ContainerStoreIterator getActiveWeapon(CreatureStats &stats, MWWorld::InventoryStore &inv, WeaponType *weaptype)
|
||||
{
|
||||
if(stats.getDrawState() == DrawState_Spell)
|
||||
{
|
||||
|
|
|
@ -168,12 +168,6 @@ class CharacterController
|
|||
|
||||
void refreshCurrentAnims(CharacterState idle, CharacterState movement, bool force=false);
|
||||
|
||||
static void getWeaponGroup(WeaponType weaptype, std::string &group);
|
||||
|
||||
static MWWorld::ContainerStoreIterator getActiveWeapon(CreatureStats &stats,
|
||||
MWWorld::InventoryStore &inv,
|
||||
WeaponType *weaptype);
|
||||
|
||||
void clearAnimQueue();
|
||||
|
||||
bool updateWeaponState(bool inwater, bool isrunning);
|
||||
|
@ -206,6 +200,10 @@ public:
|
|||
void forceStateUpdate();
|
||||
};
|
||||
|
||||
void getWeaponGroup(WeaponType weaptype, std::string &group);
|
||||
MWWorld::ContainerStoreIterator getActiveWeapon(CreatureStats &stats,
|
||||
MWWorld::InventoryStore &inv,
|
||||
WeaponType *weaptype);
|
||||
}
|
||||
|
||||
#endif /* GAME_MWMECHANICS_CHARACTER_HPP */
|
||||
|
|
|
@ -432,13 +432,14 @@ namespace MWScript
|
|||
virtual void execute (Interpreter::Runtime &runtime)
|
||||
{
|
||||
MWWorld::Ptr actor = R()(runtime);
|
||||
std::string actorID = runtime.getStringLiteral (runtime[0].mInteger);
|
||||
std::string targetID = runtime.getStringLiteral (runtime[0].mInteger);
|
||||
runtime.pop();
|
||||
|
||||
MWMechanics::CreatureStats& creatureStats = MWWorld::Class::get(actor).getCreatureStats(actor);
|
||||
creatureStats.getAiSequence().stack(MWMechanics::AiCombat(actorID));
|
||||
if (actorID == "player")
|
||||
MWMechanics::CreatureStats& creatureStats = actor.getClass().getCreatureStats(actor);
|
||||
|
||||
creatureStats.setHostile(true);
|
||||
creatureStats.getAiSequence().stack(
|
||||
MWMechanics::AiCombat(MWBase::Environment::get().getWorld()->getPtr(targetID, true) ));
|
||||
}
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in a new issue