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@ -4,14 +4,19 @@
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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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@ -25,111 +30,309 @@ namespace
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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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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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else
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{
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mTimerReact = 0;
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}
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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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if(actor.getTypeName() == typeid(ESM::NPC).name())
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{
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MWWorld::Class::get(actor).
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MWWorld::Class::get(actor).setStance(actor, MWWorld::Class::Run,true);
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MWMechanics::DrawState_ state = MWWorld::Class::get(actor).getNpcStats(actor).getDrawState();
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actor.getClass().setStance(actor, MWWorld::Class::Run,true);
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MWMechanics::DrawState_ state = actor.getClass().getNpcStats(actor).getDrawState();
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if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
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MWWorld::Class::get(actor).getNpcStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
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//MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(true);
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actor.getClass().getNpcStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
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//Get weapon speed and range
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MWWorld::ContainerStoreIterator weaponSlot =
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MWMechanics::getActiveWeapon(cls.getNpcStats(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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ESM::Position pos = actor.getRefData().getPosition();
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const ESM::Pathgrid *pathgrid =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
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float xCell = 0;
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float yCell = 0;
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//MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
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if (actor.getCell()->mCell->isExterior())
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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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xCell = actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE;
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yCell = actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE;
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rangeMelee = weapRange;
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rangeCloseUp = 300;
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}
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ESM::Pathgrid::Point dest;
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dest.mX = target.getRefData().getPosition().pos[0];
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dest.mY = target.getRefData().getPosition().pos[1];
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dest.mZ = target.getRefData().getPosition().pos[2];
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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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ESM::Pathgrid::Point start;
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start.mX = pos.pos[0];
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start.mY = pos.pos[1];
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start.mZ = pos.pos[2];
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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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mTimer2 = mTimer2 + duration;
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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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if(!mPathFinder.isPathConstructed())
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mPathFinder.buildPath(start, dest, pathgrid, xCell, yCell, true);
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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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}
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else
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{
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mPathFinder2.buildPath(start, dest, pathgrid, xCell, yCell, true);
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ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
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if((mTimer2 > 0.25)&&(mPathFinder2.getPathSize() < mPathFinder.getPathSize() ||
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(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))
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//target is at far distance: build & follow the path
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mCloseUp = false;
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buildNewPath(actor);
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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;
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}
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if(distBetween > rangeMelee)
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{
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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)
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{
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mTimer2 = 0;
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mPathFinder = mPathFinder2;
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//check if actor can overcome the distance = distToTarget - attackerWeapRange
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//less than in time of playing weapon anim from 'start' to 'hit' tags (t_swing)
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//then start attacking
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float speed1 = cls.getSpeed(actor);
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float speed2 = cls.getSpeed(mTarget);
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if(actor.getClass().getMovementSettings(mTarget).mPosition[0] == 0
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&& actor.getClass().getMovementSettings(mTarget).mPosition[1] == 0)
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speed2 = 0;
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float s1 = distBetween - weapRange;
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float t = s1/speed1;
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float s2 = speed2 * t;
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float t_swing = 0.17f/weapSpeed;//0.17 should be the time of playing weapon anim from 'start' to 'hit' tags
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if (t + s2/speed1 <= t_swing)
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{
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mReadyToAttack = true;
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if(mTimerAttack <= -attackPeriod)
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{
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mTimerAttack = 0.45f*static_cast<float>(rand())/RAND_MAX;
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mStrike = true;
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}
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}
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}
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}
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mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]);
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return false;
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}
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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void AiCombat::buildNewPath(const MWWorld::Ptr& actor)
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{
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//Construct path to target
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ESM::Pathgrid::Point dest;
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dest.mX = mTarget.getRefData().getPosition().pos[0];
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dest.mY = mTarget.getRefData().getPosition().pos[1];
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dest.mZ = mTarget.getRefData().getPosition().pos[2];
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Ogre::Vector3 newPathTarget = Ogre::Vector3(dest.mX, dest.mY, dest.mZ);
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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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ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
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Ogre::Vector3 currPathTarget(lastPt.mX, lastPt.mY, lastPt.mZ);
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float dist = Ogre::Math::Abs((newPathTarget - currPathTarget).length());
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float targetPosThreshold;
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bool isOutside = actor.getCell()->mCell->isExterior();
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if (isOutside)
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targetPosThreshold = 300;
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else
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targetPosThreshold = 100;
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float range = 100;
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MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
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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)
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< range*range)
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if(dist > targetPosThreshold)
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{
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float directionX = dest.mX - start.mX;
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float directionY = dest.mY - start.mY;
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float directionResult = sqrt(directionX * directionX + directionY * directionY);
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//construct new path only if target has moved away more than on <targetPosThreshold>
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ESM::Position pos = actor.getRefData().getPosition();
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zAngle = Ogre::Radian( Ogre::Math::ACos(directionY / directionResult) * sgn(Ogre::Math::ASin(directionX / directionResult)) ).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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ESM::Pathgrid::Point start;
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start.mX = pos.pos[0];
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start.mY = pos.pos[1];
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start.mZ = pos.pos[2];
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mPathFinder.clearPath();
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|
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const ESM::Pathgrid *pathgrid =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
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float xCell = 0;
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float yCell = 0;
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|
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if(mTimer == 0)
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|
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{
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MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
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|
|
//mTimer = mTimer + duration;
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|
|
}
|
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|
|
if( mTimer > 1)
|
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|
|
if (actor.getCell()->mCell->isExterior())
|
|
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|
|
{
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|
|
MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(true);
|
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|
|
mTimer = 0;
|
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|
|
xCell = actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE;
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|
|
yCell = actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE;
|
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|
|
|
}
|
|
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|
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|
|
|
|
if(!mPathFinder.isPathConstructed())
|
|
|
|
|
mPathFinder.buildPath(start, dest, pathgrid, xCell, yCell, isOutside);
|
|
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|
|
else
|
|
|
|
|
{
|
|
|
|
|
mTimer = mTimer + duration;
|
|
|
|
|
}
|
|
|
|
|
PathFinder newPathFinder;
|
|
|
|
|
newPathFinder.buildPath(start, dest, pathgrid, xCell, yCell, isOutside);
|
|
|
|
|
|
|
|
|
|
MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
|
|
|
|
|
//MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(!MWWorld::Class::get(actor).getCreatureStats(actor).getAttackingOrSpell());
|
|
|
|
|
//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;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int AiCombat::getTypeId() const
|
|
|
|
@ -146,5 +349,36 @@ namespace MWMechanics
|
|
|
|
|
{
|
|
|
|
|
return new AiCombat(*this);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static 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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement)
|
|
|
|
|
{
|
|
|
|
|
if (weapon == NULL)
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
|
|
if(static_cast<float>(rand())/RAND_MAX <= static_cast<float>(slash)/total)
|
|
|
|
|
{
|
|
|
|
|
movement.mPosition[0] = (static_cast<float>(rand())/RAND_MAX < 0.5f)? 1: -1;
|
|
|
|
|
movement.mPosition[1] = 0;
|
|
|
|
|
}
|
|
|
|
|
if (static_cast<float>(rand())/RAND_MAX <= static_cast<float>(thrust)/total)
|
|
|
|
|
movement.mPosition[1] = 1;
|
|
|
|
|
//else chop
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|