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fix bug http://bugs.openmw.org/issues/1335 (1304 as well)
though fish detects if actor is swimming, but in MW it attacks even if the player is knee-deep in water
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c62187bd55
commit
8fa7fcdbee
3 changed files with 31 additions and 10 deletions
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@ -191,6 +191,14 @@ namespace MWMechanics
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if (againstPlayer && creatureStats.isHostile()) return; // already fighting against player
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// pure water creatures won't try to fight with the target on the ground
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// except that creature is already hostile
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if ((againstPlayer || !creatureStats.isHostile())
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&& ((actor1.getClass().canSwim(actor1) && !actor1.getClass().canWalk(actor1) // pure water creature
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&& !MWBase::Environment::get().getWorld()->isSwimming(actor2))
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|| (!actor1.getClass().canSwim(actor1) && MWBase::Environment::get().getWorld()->isSwimming(actor2)))) // creature can't swim to target
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return;
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float fight;
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if (againstPlayer)
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@ -53,7 +53,7 @@ namespace
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// cast up-down ray with some offset from actor position to check for pits/obstacles on the way to target;
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// magnitude of pits/obstacles is defined by PATHFIND_Z_REACH
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bool checkWayIsClear(const Ogre::Vector3& from, const Ogre::Vector3& to, float offset)
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bool checkWayIsClear(const Ogre::Vector3& from, const Ogre::Vector3& to, float offsetXY)
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{
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if((to - from).length() >= PATHFIND_CAUTION_DIST || abs(from.z - to.z) <= PATHFIND_Z_REACH)
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{
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@ -61,7 +61,7 @@ namespace
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dir.z = 0;
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dir.normalise();
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float verticalOffset = 200; // instead of '200' here we want the height of the actor
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Ogre::Vector3 _from = from + dir*offset + Ogre::Vector3::UNIT_Z * verticalOffset;
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Ogre::Vector3 _from = from + dir*offsetXY + Ogre::Vector3::UNIT_Z * verticalOffset;
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// cast up-down ray and find height in world space of hit
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float h = _from.z - MWBase::Environment::get().getWorld()->getDistToNearestRayHit(_from, -Ogre::Vector3::UNIT_Z, verticalOffset + PATHFIND_Z_REACH + 1);
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@ -149,13 +149,24 @@ namespace MWMechanics
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bool AiCombat::execute (const MWWorld::Ptr& actor,float duration)
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{
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//General description
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if(actor.getClass().getCreatureStats(actor).isDead()) return true;
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if(actor.getClass().getCreatureStats(actor).isDead())
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return true;
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
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if(target.getClass().getCreatureStats(target).isDead())
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return true;
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if (!actor.getClass().isNpc() && target == MWBase::Environment::get().getWorld()->getPlayerPtr() &&
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(actor.getClass().canSwim(actor) && !actor.getClass().canWalk(actor) // pure water creature
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&& !MWBase::Environment::get().getWorld()->isSwimming(target)) // Player moved out of water
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|| (!actor.getClass().canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(target))) // creature can't swim to Player
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{
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actor.getClass().getCreatureStats(actor).setHostile(false);
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actor.getClass().getCreatureStats(actor).setAttackingOrSpell(false);
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return true;
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}
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//Update every frame
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if(mCombatMove)
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{
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@ -327,6 +338,7 @@ namespace MWMechanics
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Ogre::Vector3 vActorPos(pos.pos);
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Ogre::Vector3 vTargetPos(target.getRefData().getPosition().pos);
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Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos;
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float distToTarget = vDirToTarget.length();
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bool isStuck = false;
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float speed = 0.0f;
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@ -342,16 +354,15 @@ namespace MWMechanics
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// determine vertical angle to target
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// if actor can move along z-axis it will control movement dir
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// if can't - it will control correct aiming
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mMovement.mRotation[0] = getXAngleToDir(vDirToTarget);
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vDirToTarget.z = 0;
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float distToTarget = vDirToTarget.length();
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mMovement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
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// (within strike dist) || (not quite strike dist while following)
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if(distToTarget < rangeAttack || (distToTarget <= rangeFollow && mFollowTarget && !isStuck) )
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{
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//Melee and Close-up combat
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mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
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// if we preserve dir.z then horizontal angle can be inaccurate
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mMovement.mRotation[2] = getZAngleToDir(Ogre::Vector3(vDirToTarget.x, vDirToTarget.y, 0));
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// (not quite strike dist while following)
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if (mFollowTarget && distToTarget > rangeAttack)
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@ -405,7 +416,7 @@ namespace MWMechanics
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if(speed == 0.0f) speed = actorCls.getSpeed(actor);
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// maximum dist before pit/obstacle for actor to avoid them depending on his speed
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float maxAvoidDist = tReaction * speed + speed / MAX_VEL_ANGULAR.valueRadians() * 2; // *2 - for reliability
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preferShortcut = checkWayIsClear(vActorPos, vTargetPos, distToTarget > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
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preferShortcut = checkWayIsClear(vActorPos, vTargetPos, Ogre::Vector3(vDirToTarget.x, vDirToTarget.y, 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
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}
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// don't use pathgrid when actor can move in 3 dimensions
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@ -1024,7 +1024,9 @@ namespace MWMechanics
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void MechanicsManager::startCombat(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target)
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{
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MWBase::Environment::get().getDialogueManager()->say(ptr, "attack");
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if (ptr.getClass().isNpc())
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MWBase::Environment::get().getDialogueManager()->say(ptr, "attack");
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ptr.getClass().getCreatureStats(ptr).getAiSequence().stack(MWMechanics::AiCombat(target), ptr);
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if (target == MWBase::Environment::get().getWorld()->getPlayerPtr())
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ptr.getClass().getCreatureStats(ptr).setHostile(true);
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