|
|
|
@ -490,6 +490,22 @@ namespace MWMechanics
|
|
|
|
|
|
|
|
|
|
void AiCombatStorage::startCombatMove(bool isDistantCombat, float distToTarget, float rangeAttack, const MWWorld::Ptr& actor, const MWWorld::Ptr& target)
|
|
|
|
|
{
|
|
|
|
|
// get the range of the target's weapon
|
|
|
|
|
MWWorld::Ptr targetWeapon = MWWorld::Ptr();
|
|
|
|
|
const MWWorld::Class& targetClass = target.getClass();
|
|
|
|
|
|
|
|
|
|
if (targetClass.hasInventoryStore(target))
|
|
|
|
|
{
|
|
|
|
|
MWMechanics::WeaponType weapType = WeapType_None;
|
|
|
|
|
MWWorld::ContainerStoreIterator weaponSlot =
|
|
|
|
|
MWMechanics::getActiveWeapon(targetClass.getCreatureStats(target), targetClass.getInventoryStore(target), &weapType);
|
|
|
|
|
if (weapType != WeapType_PickProbe && weapType != WeapType_Spell && weapType != WeapType_None && weapType != WeapType_HandToHand)
|
|
|
|
|
targetWeapon = *weaponSlot;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool targetUsesRanged = false;
|
|
|
|
|
float rangeAttackOfTarget = ActionWeapon(targetWeapon).getCombatRange(targetUsesRanged);
|
|
|
|
|
|
|
|
|
|
if (mMovement.mPosition[0] || mMovement.mPosition[1])
|
|
|
|
|
{
|
|
|
|
|
mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
|
|
|
|
@ -498,28 +514,6 @@ namespace MWMechanics
|
|
|
|
|
// dodge movements (for NPCs and bipedal creatures)
|
|
|
|
|
else if (actor.getClass().isBipedal(actor))
|
|
|
|
|
{
|
|
|
|
|
// get the range of the target's weapon
|
|
|
|
|
float rangeAttackOfTarget = 0.f;
|
|
|
|
|
MWWorld::Ptr targetWeapon = MWWorld::Ptr();
|
|
|
|
|
const MWWorld::Class& targetClass = target.getClass();
|
|
|
|
|
|
|
|
|
|
if (targetClass.hasInventoryStore(target))
|
|
|
|
|
{
|
|
|
|
|
MWMechanics::WeaponType weapType = WeapType_None;
|
|
|
|
|
MWWorld::ContainerStoreIterator weaponSlot =
|
|
|
|
|
MWMechanics::getActiveWeapon(targetClass.getCreatureStats(target), targetClass.getInventoryStore(target), &weapType);
|
|
|
|
|
if (weapType != WeapType_PickProbe && weapType != WeapType_Spell && weapType != WeapType_None && weapType != WeapType_HandToHand)
|
|
|
|
|
targetWeapon = *weaponSlot;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
std::shared_ptr<Action> targetWeaponAction (new ActionWeapon(targetWeapon));
|
|
|
|
|
|
|
|
|
|
if (targetWeaponAction.get())
|
|
|
|
|
{
|
|
|
|
|
bool isRangedCombat = false;
|
|
|
|
|
rangeAttackOfTarget = targetWeaponAction->getCombatRange(isRangedCombat);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// apply sideway movement (kind of dodging) with some probability
|
|
|
|
|
// if actor is within range of target's weapon
|
|
|
|
|
if (distToTarget <= rangeAttackOfTarget && Misc::Rng::rollClosedProbability() < 0.25)
|
|
|
|
@ -530,16 +524,18 @@ namespace MWMechanics
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Below behavior for backing up during ranged combat differs from vanilla.
|
|
|
|
|
// Vanilla is observed as backing up only as far as fCombatDistance or
|
|
|
|
|
// opponent's weapon range, or not backing up if opponent is also using a ranged weapon
|
|
|
|
|
if (isDistantCombat && distToTarget < rangeAttack / 4)
|
|
|
|
|
// Backing up behaviour
|
|
|
|
|
// Actor backs up slightly further away than opponent's weapon range
|
|
|
|
|
// (in vanilla - only as far as oponent's weapon range),
|
|
|
|
|
// or not at all if opponent is using a ranged weapon
|
|
|
|
|
if (isDistantCombat)
|
|
|
|
|
{
|
|
|
|
|
// actor should not back up into water
|
|
|
|
|
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.5f))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
mMovement.mPosition[1] = -1;
|
|
|
|
|
if (!targetUsesRanged && distToTarget <= rangeAttackOfTarget*1.5) // Don't back up if the target is wielding ranged weapon
|
|
|
|
|
mMovement.mPosition[1] = -1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|