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extracted function playIdleDialogueRandomly()
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commit
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2 changed files with 32 additions and 26 deletions
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@ -285,32 +285,7 @@ namespace MWMechanics
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}
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}
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// Play idle voiced dialogue entries randomly
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int hello = cStats.getAiSetting(CreatureStats::AI_Hello).getModified();
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if (hello > 0 && !MWBase::Environment::get().getWorld()->isSwimming(actor)
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&& MWBase::Environment::get().getSoundManager()->sayDone(actor))
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{
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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static float fVoiceIdleOdds = MWBase::Environment::get().getWorld()->getStore()
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.get<ESM::GameSetting>().find("fVoiceIdleOdds")->getFloat();
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float roll = Misc::Rng::rollProbability() * 10000.0f;
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// In vanilla MW the chance was FPS dependent, and did not allow proper changing of fVoiceIdleOdds
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// due to the roll being an integer.
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// Our implementation does not have these issues, so needs to be recalibrated. We chose to
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// use the chance MW would have when run at 60 FPS with the default value of the GMST for calibration.
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float x = fVoiceIdleOdds * 0.6f * (MWBase::Environment::get().getFrameDuration() / 0.1f);
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// Only say Idle voices when player is in LOS
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// A bit counterintuitive, likely vanilla did this to reduce the appearance of
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// voices going through walls?
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if (roll < x && (player.getRefData().getPosition().asVec3() - pos.asVec3()).length2()
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< 3000*3000 // maybe should be fAudioVoiceDefaultMaxDistance*fAudioMaxDistanceMult instead
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&& MWBase::Environment::get().getWorld()->getLOS(player, actor))
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MWBase::Environment::get().getDialogueManager()->say(actor, "idle");
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}
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playIdleDialogueRandomly(actor);
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float& lastReaction = storage.mReaction;
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lastReaction += duration;
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@ -442,6 +417,36 @@ namespace MWMechanics
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//#endif
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}
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void AiWander::playIdleDialogueRandomly(const MWWorld::Ptr& actor)
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{
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int hello = actor.getClass().getCreatureStats(actor).getAiSetting(CreatureStats::AI_Hello).getModified();
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if (hello > 0 && !MWBase::Environment::get().getWorld()->isSwimming(actor)
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&& MWBase::Environment::get().getSoundManager()->sayDone(actor))
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{
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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static float fVoiceIdleOdds = MWBase::Environment::get().getWorld()->getStore()
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.get<ESM::GameSetting>().find("fVoiceIdleOdds")->getFloat();
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float roll = Misc::Rng::rollProbability() * 10000.0f;
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// In vanilla MW the chance was FPS dependent, and did not allow proper changing of fVoiceIdleOdds
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// due to the roll being an integer.
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// Our implementation does not have these issues, so needs to be recalibrated. We chose to
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// use the chance MW would have when run at 60 FPS with the default value of the GMST for calibration.
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float x = fVoiceIdleOdds * 0.6f * (MWBase::Environment::get().getFrameDuration() / 0.1f);
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// Only say Idle voices when player is in LOS
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// A bit counterintuitive, likely vanilla did this to reduce the appearance of
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// voices going through walls?
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const ESM::Position& pos = actor.getRefData().getPosition();
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if (roll < x && (player.getRefData().getPosition().asVec3() - pos.asVec3()).length2()
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< 3000 * 3000 // maybe should be fAudioVoiceDefaultMaxDistance*fAudioMaxDistanceMult instead
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&& MWBase::Environment::get().getWorld()->getLOS(player, actor))
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MWBase::Environment::get().getDialogueManager()->say(actor, "idle");
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}
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}
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void AiWander::playGreetingIfPlayerGetsTooClose(const MWWorld::Ptr& actor, AiWanderStorage& storage)
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{
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// Play a random voice greeting if the player gets too close
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@ -74,6 +74,7 @@ namespace MWMechanics
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void setPathToAnAllowedNode(const MWWorld::Ptr& actor, AiWanderStorage& storage, const ESM::Position& actorPos);
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void playGreetingIfPlayerGetsTooClose(const MWWorld::Ptr& actor, AiWanderStorage& storage);
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void evadeObstacles(const MWWorld::Ptr& actor, AiWanderStorage& storage, float duration);
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void playIdleDialogueRandomly(const MWWorld::Ptr& actor);
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int mDistance; // how far the actor can wander from the spawn point
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int mDuration;
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