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@ -69,7 +69,7 @@ namespace MWMechanics
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mMovement()
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{}
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void startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack);
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void startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack, const MWWorld::Ptr& target);
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void updateCombatMove(float duration);
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void stopCombatMove();
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void startAttackIfReady(const MWWorld::Ptr& actor, CharacterController& characterController,
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@ -242,7 +242,7 @@ namespace MWMechanics
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if (storage.mReadyToAttack)
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{
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storage.startCombatMove(actorClass.isNpc(), isRangedCombat, distToTarget, rangeAttack);
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storage.startCombatMove(actorClass.isNpc(), isRangedCombat, distToTarget, rangeAttack, target);
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// start new attack
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storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat);
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@ -306,7 +306,6 @@ namespace MWMechanics
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return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
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}
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AiCombat *MWMechanics::AiCombat::clone() const
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{
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return new AiCombat(*this);
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@ -323,7 +322,7 @@ namespace MWMechanics
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sequence.mPackages.push_back(package);
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}
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void AiCombatStorage::startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack)
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void AiCombatStorage::startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack, const MWWorld::Ptr& target)
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{
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if (mMovement.mPosition[0] || mMovement.mPosition[1])
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{
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@ -331,10 +330,28 @@ namespace MWMechanics
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mCombatMove = true;
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}
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// dodge movements (for NPCs only)
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else if (isNpc && (!isDistantCombat || (distToTarget < rangeAttack / 2)))
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else if (isNpc)
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{
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//apply sideway movement (kind of dodging) with some probability
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if (Misc::Rng::rollClosedProbability() < 0.25)
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// get the range of the target's weapon
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float rangeAttackOfTarget = 0.f;
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MWWorld::Ptr targetWeapon = MWWorld::Ptr();
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bool isRangedCombat = false;
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const MWWorld::Class& targetClass = target.getClass();
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if (targetClass.hasInventoryStore(target))
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{
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MWMechanics::WeaponType weapType = WeapType_None;
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MWWorld::ContainerStoreIterator weaponSlot =
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MWMechanics::getActiveWeapon(targetClass.getCreatureStats(target), targetClass.getInventoryStore(target), &weapType);
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if (weapType != WeapType_PickProbe && weapType != WeapType_Spell && weapType != WeapType_None && weapType != WeapType_HandToHand)
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targetWeapon = *weaponSlot;
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}
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boost::shared_ptr<Action> targetWeaponAction (new ActionWeapon(targetWeapon));
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if (targetWeaponAction.get())
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rangeAttackOfTarget = targetWeaponAction->getCombatRange(isRangedCombat);
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// apply sideway movement (kind of dodging) with some probability
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// if NPC is within range of target's weapon
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if (distToTarget <= rangeAttackOfTarget && Misc::Rng::rollClosedProbability() < 0.25)
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{
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mMovement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f; // to the left/right
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mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
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@ -342,6 +359,9 @@ namespace MWMechanics
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}
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}
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// Original engine behavior seems to be to back up during ranged combat
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// according to fCombatDistance or opponent's weapon range, unless opponent
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// is also using a ranged weapon
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if (isDistantCombat && distToTarget < rangeAttack / 4)
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{
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mMovement.mPosition[1] = -1;
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