#include "aicombat.hpp" #include #include #include "../mwworld/class.hpp" #include "../mwworld/esmstore.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/dialoguemanager.hpp" #include "../mwrender/animation.hpp" #include "creaturestats.hpp" #include "steering.hpp" #include "movement.hpp" #include "character.hpp" #include "aicombataction.hpp" #include "combat.hpp" namespace { //chooses an attack depending on probability to avoid uniformity ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement); osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos, float duration, int weapType, float strength); float getZAngleToDir(const osg::Vec3f& dir) { return std::atan2(dir.x(), dir.y()); } float getXAngleToDir(const osg::Vec3f& dir) { return -std::asin(dir.z() / dir.length()); } const float REACTION_INTERVAL = 0.25f; const float PATHFIND_Z_REACH = 50.0f; // distance at which actor pays more attention to decide whether to shortcut or stick to pathgrid const float PATHFIND_CAUTION_DIST = 500.0f; // distance after which actor (failed previously to shortcut) will try again const float PATHFIND_SHORTCUT_RETRY_DIST = 300.0f; // cast up-down ray with some offset from actor position to check for pits/obstacles on the way to target; // magnitude of pits/obstacles is defined by PATHFIND_Z_REACH bool checkWayIsClear(const osg::Vec3f& from, const osg::Vec3f& to, float offsetXY) { if((to - from).length() >= PATHFIND_CAUTION_DIST || std::abs(from.z() - to.z()) <= PATHFIND_Z_REACH) { osg::Vec3f dir = to - from; dir.z() = 0; dir.normalize(); float verticalOffset = 200; // instead of '200' here we want the height of the actor osg::Vec3f _from = from + dir*offsetXY + osg::Vec3f(0,0,1) * verticalOffset; // cast up-down ray and find height in world space of hit float h = _from.z() - MWBase::Environment::get().getWorld()->getDistToNearestRayHit(_from, osg::Vec3f(0,0,-1), verticalOffset + PATHFIND_Z_REACH + 1); if(std::abs(from.z() - h) <= PATHFIND_Z_REACH) return true; } return false; } } namespace MWMechanics { /// \brief This class holds the variables AiCombat needs which are deleted if the package becomes inactive. struct AiCombatStorage : AiTemporaryBase { float mAttackCooldown; float mTimerReact; float mTimerCombatMove; bool mReadyToAttack; bool mAttack; bool mFollowTarget; bool mCombatMove; osg::Vec3f mLastTargetPos; const MWWorld::CellStore* mCell; boost::shared_ptr mCurrentAction; float mActionCooldown; float mStrength; bool mForceNoShortcut; ESM::Position mShortcutFailPos; osg::Vec3f mLastActorPos; MWMechanics::Movement mMovement; AiCombatStorage(): mAttackCooldown(0), mTimerReact(0), mTimerCombatMove(0), mReadyToAttack(false), mAttack(false), mFollowTarget(false), mCombatMove(false), mLastTargetPos(0,0,0), mCell(NULL), mCurrentAction(), mActionCooldown(0), mStrength(), mForceNoShortcut(false), mLastActorPos(0,0,0), mMovement(){} void startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack); void updateCombatMove(float duration); void stopCombatMove(); void startAttackIfReady(const MWWorld::Ptr& actor, CharacterController& characterController, const ESM::Weapon* weapon, bool distantCombat); void updateAttack(CharacterController& characterController); void stopAttack(); }; AiCombat::AiCombat(const MWWorld::Ptr& actor) : mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId()) {} AiCombat::AiCombat(const ESM::AiSequence::AiCombat *combat) { mTargetActorId = combat->mTargetActorId; } void AiCombat::init() { } /* * Current AiCombat movement states (as of 0.29.0), ignoring the details of the * attack states such as CombatMove, Strike and ReadyToAttack: * * +----(within strike range)----->attack--(beyond strike range)-->follow * | | ^ | | * | | | | | * pursue<---(beyond follow range)-----+ +----(within strike range)---+ | * ^ | * | | * +-------------------------(beyond follow range)--------------------+ * * * Below diagram is high level only, the code detail is a little different * (but including those detail will just complicate the diagram w/o adding much) * * +----------(same)-------------->attack---------(same)---------->follow * | |^^ ||| * | ||| ||| * | +--(same)-----------------+|+----------(same)------------+|| * | | | || * | | | (in range) || * | <---+ (too far) | || * pursue<-------------------------[door open]<-----+ || * ^^^ | || * ||| | || * ||+----------evade-----+ | || * || | [closed door] | || * |+----> maybe stuck, check --------------> back up, check door || * | ^ | ^ | ^ || * | | | | | | || * | | +---+ +---+ || * | +-------------------------------------------------------+| * | | * +---------------------------(same)---------------------------------+ * * FIXME: * * The new scheme is way too complicated, should really be implemented as a * proper state machine. * * TODO: * * Use the Observer Pattern to co-ordinate attacks, provide intelligence on * whether the target was hit, etc. */ bool AiCombat::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) { // get or create temporary storage AiCombatStorage& storage = state.get(); //General description if (actor.getClass().getCreatureStats(actor).isDead()) return true; MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); if (target.isEmpty()) return false; if(!target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered // with the MechanicsManager || target.getClass().getCreatureStats(target).isDead()) return true; //Update every frame storage.updateCombatMove(duration); updateActorsMovement(actor, duration, storage.mMovement); storage.updateAttack(characterController); storage.mActionCooldown -= duration; float& timerReact = storage.mTimerReact; if(timerReact < REACTION_INTERVAL) { timerReact += duration; return false; } else { timerReact = 0; return reactionTimeActions(actor, characterController, storage, target); } } bool AiCombat::reactionTimeActions(const MWWorld::Ptr& actor, CharacterController& characterController, AiCombatStorage& storage, MWWorld::Ptr target) { MWMechanics::Movement& movement = storage.mMovement; if (isTargetMagicallyHidden(target)) { storage.stopAttack(); return false; // TODO: run away instead of doing nothing } const MWWorld::CellStore*& currentCell = storage.mCell; bool cellChange = currentCell && (actor.getCell() != currentCell); if(!currentCell || cellChange) { currentCell = actor.getCell(); } const MWWorld::Class& actorClass = actor.getClass(); actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); float& actionCooldown = storage.mActionCooldown; if (actionCooldown > 0) return false; float rangeAttack = 0; float rangeFollow = 0; boost::shared_ptr& currentAction = storage.mCurrentAction; if (characterController.readyToPrepareAttack()) { currentAction = prepareNextAction(actor, target); actionCooldown = currentAction->getActionCooldown(); } if (currentAction.get()) currentAction->getCombatRange(rangeAttack, rangeFollow); // FIXME: consider moving this stuff to ActionWeapon::getCombatRange const ESM::Weapon *weapon = NULL; MWMechanics::WeaponType weaptype = WeapType_None; float weapRange = 1.0f; // Get weapon characteristics MWBase::World* world = MWBase::Environment::get().getWorld(); if (actorClass.hasInventoryStore(actor)) { //Get weapon range MWWorld::ContainerStoreIterator weaponSlot = MWMechanics::getActiveWeapon(actorClass.getCreatureStats(actor), actorClass.getInventoryStore(actor), &weaptype); if (weaptype == WeapType_HandToHand) { static float fHandToHandReach = world->getStore().get().find("fHandToHandReach")->getFloat(); weapRange = fHandToHandReach; } else if (weaptype != WeapType_PickProbe && weaptype != WeapType_Spell && weaptype != WeapType_None) { // All other WeapTypes are actually weapons, so get is safe. weapon = weaponSlot->get()->mBase; weapRange = weapon->mData.mReach; } weapRange *= 100.0f; } else //is creature { weaptype = actorClass.getCreatureStats(actor).getDrawState() == DrawState_Spell ? WeapType_Spell : WeapType_HandToHand; weapRange = 150.0f; //TODO: use true attack range (the same problem in Creature::hit) } bool distantCombat = false; if (weaptype != WeapType_Spell) { // TODO: move to ActionWeapon if (weaptype == WeapType_BowAndArrow || weaptype == WeapType_Crossbow || weaptype == WeapType_Thrown) { rangeAttack = 1000; rangeFollow = 0; // not needed in ranged combat distantCombat = true; } else { rangeAttack = weapRange; rangeFollow = 300; } } else { distantCombat = (rangeAttack > 500); } bool& readyToAttack = storage.mReadyToAttack; // start new attack storage.startAttackIfReady(actor, characterController, weapon, distantCombat); /* * Some notes on meanings of variables: * * rangeAttack: * * - Distance where attack using the actor's weapon is possible: * longer for ranged weapons (obviously?) vs. melee weapons * - Determined by weapon's reach parameter; hardcoded value * for ranged weapon and for creatures * - Once within this distance mFollowTarget is triggered * * rangeFollow: * * - Applies to melee weapons or hand to hand only (or creatures without * weapons) * - Distance a little further away than the actor's weapon reach * i.e. rangeFollow > rangeAttack for melee weapons * - Hardcoded value (0 for ranged weapons) * - Once the target gets beyond this distance mFollowTarget is cleared * and a path to the target needs to be found * * mFollowTarget: * * - Once triggered, the actor follows the target with LOS shortcut * (the shortcut really only applies to cells where pathgrids are * available, since the default path without pathgrids is direct to * target even if LOS is not achieved) */ ESM::Position pos = actor.getRefData().getPosition(); osg::Vec3f vActorPos(pos.asVec3()); osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3()); osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target); float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target); osg::Vec3f& lastActorPos = storage.mLastActorPos; bool& followTarget = storage.mFollowTarget; bool isStuck = false; float speed = 0.0f; if(movement.mPosition[1] && (lastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * REACTION_INTERVAL / 2) isStuck = true; lastActorPos = vActorPos; // check if actor can move along z-axis bool canMoveByZ = (actorClass.canSwim(actor) && world->isSwimming(actor)) || world->isFlying(actor); // can't fight if attacker can't go where target is. E.g. A fish can't attack person on land. if (distToTarget >= rangeAttack && !actorClass.isNpc() && !MWMechanics::isEnvironmentCompatible(actor, target)) { // TODO: start fleeing? storage.stopAttack(); return false; } // for distant combat we should know if target is in LOS even if distToTarget < rangeAttack bool inLOS = distantCombat ? world->getLOS(actor, target) : true; // (within attack dist) || (not quite attack dist while following) if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && followTarget && !isStuck))) { mPathFinder.clearPath(); //Melee and Close-up combat // getXAngleToDir determines vertical angle to target: // if actor can move along z-axis it will control movement dir // if can't - it will control correct aiming. // note: in getZAngleToDir if we preserve dir.z then horizontal angle can be inaccurate if (distantCombat) { osg::Vec3f& lastTargetPos = storage.mLastTargetPos; vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, REACTION_INTERVAL, weaptype, storage.mStrength); lastTargetPos = vTargetPos; movement.mRotation[0] = getXAngleToDir(vAimDir); movement.mRotation[2] = getZAngleToDir(vAimDir); } else { movement.mRotation[0] = getXAngleToDir(vAimDir); movement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated } // (not quite attack dist while following) if (followTarget && distToTarget > rangeAttack) { //Close-up combat: just run up on target storage.stopCombatMove(); movement.mPosition[1] = 1; } else // (within attack dist) { storage.startCombatMove(actorClass.isNpc(), distantCombat, distToTarget, rangeAttack); readyToAttack = true; //only once got in melee combat, actor is allowed to use close-up shortcutting followTarget = true; } } else // remote pathfinding { bool preferShortcut = false; if (!distantCombat) inLOS = world->getLOS(actor, target); // check if shortcut is available bool& forceNoShortcut = storage.mForceNoShortcut; ESM::Position& shortcutFailPos = storage.mShortcutFailPos; if(inLOS && (!isStuck || readyToAttack) && (!forceNoShortcut || (shortcutFailPos.asVec3() - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST)) { if(speed == 0.0f) speed = actorClass.getSpeed(actor); // maximum dist before pit/obstacle for actor to avoid them depending on his speed float maxAvoidDist = REACTION_INTERVAL * speed + speed / MAX_VEL_ANGULAR_RADIANS * 2; // *2 - for reliability preferShortcut = checkWayIsClear(vActorPos, vTargetPos, osg::Vec3f(vAimDir.x(), vAimDir.y(), 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2); } // don't use pathgrid when actor can move in 3 dimensions if (canMoveByZ) { preferShortcut = true; movement.mRotation[0] = getXAngleToDir(vAimDir); } if(preferShortcut) { movement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); forceNoShortcut = false; shortcutFailPos.pos[0] = shortcutFailPos.pos[1] = shortcutFailPos.pos[2] = 0; mPathFinder.clearPath(); } else // if shortcut failed stick to path grid { if(!isStuck && shortcutFailPos.pos[0] == 0.0f && shortcutFailPos.pos[1] == 0.0f && shortcutFailPos.pos[2] == 0.0f) { forceNoShortcut = true; shortcutFailPos = pos; } followTarget = false; buildNewPath(actor, target); // should always return a path (even if it's just go straight on target.) assert(mPathFinder.isPathConstructed()); } if (readyToAttack) { // to stop possible sideway moving after target moved out of attack range storage.stopCombatMove(); readyToAttack = false; } movement.mPosition[1] = 1; } return false; } void AiCombat::updateActorsMovement(const MWWorld::Ptr& actor, float duration, MWMechanics::Movement& desiredMovement) { MWMechanics::Movement& actorMovementSettings = actor.getClass().getMovementSettings(actor); if (mPathFinder.isPathConstructed()) { const ESM::Position& pos = actor.getRefData().getPosition(); if (mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1])) { actorMovementSettings.mPosition[1] = 0; } else { evadeObstacles(actor, duration, pos); } } else { actorMovementSettings = desiredMovement; rotateActorOnAxis(actor, 2, actorMovementSettings, desiredMovement); rotateActorOnAxis(actor, 0, actorMovementSettings, desiredMovement); } } void AiCombat::rotateActorOnAxis(const MWWorld::Ptr& actor, int axis, MWMechanics::Movement& actorMovementSettings, MWMechanics::Movement& desiredMovement) { actorMovementSettings.mRotation[axis] = 0; float& targetAngleRadians = desiredMovement.mRotation[axis]; if (targetAngleRadians != 0) { if (smoothTurn(actor, targetAngleRadians, axis)) { // actor now facing desired direction, no need to turn any more targetAngleRadians = 0; } } } bool AiCombat::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell) { if (!mPathFinder.getPath().empty()) { osg::Vec3f currPathTarget(PathFinder::MakeOsgVec3(mPathFinder.getPath().back())); osg::Vec3f newPathTarget = PathFinder::MakeOsgVec3(dest); float dist = (newPathTarget - currPathTarget).length(); float targetPosThreshold = (cell->isExterior()) ? 300.0f : 100.0f; return dist > targetPosThreshold; } else { // necessarily construct a new path return true; } } void AiCombat::buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target) { ESM::Pathgrid::Point newPathTarget = PathFinder::MakePathgridPoint(target.getRefData().getPosition()); //construct new path only if target has moved away more than on [targetPosThreshold] if (doesPathNeedRecalc(newPathTarget, actor.getCell()->getCell())) { ESM::Pathgrid::Point start(PathFinder::MakePathgridPoint(actor.getRefData().getPosition())); mPathFinder.buildSyncedPath(start, newPathTarget, actor.getCell(), false); } } int AiCombat::getTypeId() const { return TypeIdCombat; } unsigned int AiCombat::getPriority() const { return 1; } MWWorld::Ptr AiCombat::getTarget() const { return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); } AiCombat *MWMechanics::AiCombat::clone() const { return new AiCombat(*this); } void AiCombat::writeState(ESM::AiSequence::AiSequence &sequence) const { std::auto_ptr combat(new ESM::AiSequence::AiCombat()); combat->mTargetActorId = mTargetActorId; ESM::AiSequence::AiPackageContainer package; package.mType = ESM::AiSequence::Ai_Combat; package.mPackage = combat.release(); sequence.mPackages.push_back(package); } void AiCombatStorage::startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack) { if (mMovement.mPosition[0] || mMovement.mPosition[1]) { mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability(); mCombatMove = true; } // only NPCs are smart enough to use dodge movements else if (isNpc && (!isDistantCombat || (distToTarget < rangeAttack / 2))) { //apply sideway movement (kind of dodging) with some probability if (Misc::Rng::rollClosedProbability() < 0.25) { mMovement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f; mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability(); mCombatMove = true; } } if (isDistantCombat && distToTarget < rangeAttack / 4) { mMovement.mPosition[1] = -1; } } void AiCombatStorage::updateCombatMove(float duration) { if (mCombatMove) { mTimerCombatMove -= duration; if (mTimerCombatMove <= 0) { stopCombatMove(); } } } void AiCombatStorage::stopCombatMove() { mTimerCombatMove = 0; mMovement.mPosition[1] = mMovement.mPosition[0] = 0; mCombatMove = false; } void AiCombatStorage::startAttackIfReady(const MWWorld::Ptr& actor, CharacterController& characterController, const ESM::Weapon* weapon, bool distantCombat) { if (mReadyToAttack && characterController.readyToStartAttack()) { if (mAttackCooldown <= 0) { mAttack = true; // attack starts just now characterController.setAttackingOrSpell(true); if (!distantCombat) chooseBestAttack(weapon, mMovement); mStrength = Misc::Rng::rollClosedProbability(); const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); float baseDelay = store.get().find("fCombatDelayCreature")->getFloat(); if (actor.getClass().isNpc()) { baseDelay = store.get().find("fCombatDelayNPC")->getFloat(); //say a provoking combat phrase int chance = store.get().find("iVoiceAttackOdds")->getInt(); if (Misc::Rng::roll0to99() < chance) { MWBase::Environment::get().getDialogueManager()->say(actor, "attack"); } } mAttackCooldown = std::min(baseDelay + 0.01 * Misc::Rng::roll0to99(), baseDelay + 0.9); } else mAttackCooldown -= REACTION_INTERVAL; } } void AiCombatStorage::updateAttack(CharacterController& characterController) { if (mAttack && (characterController.getAttackStrength() >= mStrength || characterController.readyToPrepareAttack())) { mAttack = false; } characterController.setAttackingOrSpell(mAttack); } void AiCombatStorage::stopAttack() { mMovement.mPosition[0] = 0; mMovement.mPosition[1] = 0; mMovement.mPosition[2] = 0; mReadyToAttack = false; mAttack = false; } } namespace { ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement) { ESM::Weapon::AttackType attackType; if (weapon == NULL) { //hand-to-hand deal equal damage for each type float roll = Misc::Rng::rollClosedProbability(); if(roll <= 0.333f) //side punch { movement.mPosition[0] = Misc::Rng::rollClosedProbability() ? 1.0f : -1.0f; movement.mPosition[1] = 0; attackType = ESM::Weapon::AT_Slash; } else if(roll <= 0.666f) //forward punch { movement.mPosition[1] = 1; attackType = ESM::Weapon::AT_Thrust; } else { movement.mPosition[1] = movement.mPosition[0] = 0; attackType = ESM::Weapon::AT_Chop; } } else { //the more damage attackType deals the more probability it has 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 roll = Misc::Rng::rollClosedProbability() * (slash + chop + thrust); if(roll <= slash) { movement.mPosition[0] = (Misc::Rng::rollClosedProbability() < 0.5f) ? 1.0f : -1.0f; movement.mPosition[1] = 0; attackType = ESM::Weapon::AT_Slash; } else if(roll <= (slash + thrust)) { movement.mPosition[1] = 1; attackType = ESM::Weapon::AT_Thrust; } else { movement.mPosition[1] = movement.mPosition[0] = 0; attackType = ESM::Weapon::AT_Chop; } } return attackType; } osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos, float duration, int weapType, float strength) { float projSpeed; // get projectile speed (depending on weapon type) if (weapType == ESM::Weapon::MarksmanThrown) { static float fThrownWeaponMinSpeed = MWBase::Environment::get().getWorld()->getStore().get().find("fThrownWeaponMinSpeed")->getFloat(); static float fThrownWeaponMaxSpeed = MWBase::Environment::get().getWorld()->getStore().get().find("fThrownWeaponMaxSpeed")->getFloat(); projSpeed = fThrownWeaponMinSpeed + (fThrownWeaponMaxSpeed - fThrownWeaponMinSpeed) * strength; } else { static float fProjectileMinSpeed = MWBase::Environment::get().getWorld()->getStore().get().find("fProjectileMinSpeed")->getFloat(); static float fProjectileMaxSpeed = MWBase::Environment::get().getWorld()->getStore().get().find("fProjectileMaxSpeed")->getFloat(); projSpeed = fProjectileMinSpeed + (fProjectileMaxSpeed - fProjectileMinSpeed) * strength; } // idea: perpendicular to dir to target speed components of target move vector and projectile vector should be the same osg::Vec3f vTargetPos = target.getRefData().getPosition().asVec3(); osg::Vec3f vDirToTarget = MWBase::Environment::get().getWorld()->aimToTarget(actor, target); float distToTarget = vDirToTarget.length(); osg::Vec3f vTargetMoveDir = vTargetPos - vLastTargetPos; vTargetMoveDir /= duration; // |vTargetMoveDir| is target real speed in units/sec now osg::Vec3f vPerpToDir = vDirToTarget ^ osg::Vec3f(0,0,1); // cross product vPerpToDir.normalize(); osg::Vec3f vDirToTargetNormalized = vDirToTarget; vDirToTargetNormalized.normalize(); // dot product float velPerp = vTargetMoveDir * vPerpToDir; float velDir = vTargetMoveDir * vDirToTargetNormalized; // time to collision between target and projectile float t_collision; float projVelDirSquared = projSpeed * projSpeed - velPerp * velPerp; osg::Vec3f vTargetMoveDirNormalized = vTargetMoveDir; vTargetMoveDirNormalized.normalize(); float projDistDiff = vDirToTarget * vTargetMoveDirNormalized; // dot product projDistDiff = std::sqrt(distToTarget * distToTarget - projDistDiff * projDistDiff); if (projVelDirSquared > 0) t_collision = projDistDiff / (std::sqrt(projVelDirSquared) - velDir); else t_collision = 0; // speed of projectile is not enough to reach moving target return vDirToTarget + vTargetMoveDir * t_collision; } }