diff --git a/apps/openmw/mwmechanics/aicombataction.cpp b/apps/openmw/mwmechanics/aicombataction.cpp index 4add589b9..d0464418b 100644 --- a/apps/openmw/mwmechanics/aicombataction.cpp +++ b/apps/openmw/mwmechanics/aicombataction.cpp @@ -316,11 +316,47 @@ namespace MWMechanics case ESM::MagicEffect::FortifyAttack: return 0.f; + case ESM::MagicEffect::Burden: + { + if (enemy.isEmpty()) + return 0.f; + + // Ignore enemy without inventory + if (!enemy.getClass().hasInventoryStore(enemy)) + return 0.f; + + // burden makes sense only to overburden an enemy + float burden = enemy.getClass().getEncumbrance(enemy) - enemy.getClass().getCapacity(enemy); + if (burden > 0) + return 0.f; + + if ((effect.mMagnMin + effect.mMagnMax)/2.f > -burden) + rating *= 3; + else + return 0.f; + + break; + } + case ESM::MagicEffect::Feather: - if (actor.getClass().getEncumbrance(actor) - actor.getClass().getCapacity(actor) >= 0) - return 100.f; - else - return 0.f; + { + // Ignore actors without inventory + if (!actor.getClass().hasInventoryStore(actor)) + return 0.f; + + // feather makes sense only for overburden actors + float burden = actor.getClass().getEncumbrance(actor) - actor.getClass().getCapacity(actor); + if (burden <= 0) + return 0.f; + + if ((effect.mMagnMin + effect.mMagnMax)/2.f >= burden) + rating *= 3; + else + return 0.f; + + break; + } + case ESM::MagicEffect::Levitate: return 0.f; // AI isn't designed to take advantage of this, and could be perceived as unfair anyway case ESM::MagicEffect::BoundBoots: