#include "aicombat.hpp" #include #include #include #include #include #include /* Start of tes3mp addition Include additional headers for multiplayer purposes */ #include #include "../mwmp/Main.hpp" #include "../mwmp/Networking.hpp" #include "../mwmp/ActorList.hpp" #include "../mwmp/MechanicsHelper.hpp" #include "../mwgui/windowmanagerimp.hpp" /* End of tes3mp addition */ #include "../mwphysics/collisiontype.hpp" #include "../mwworld/class.hpp" #include "../mwworld/esmstore.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/dialoguemanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "pathgrid.hpp" #include "creaturestats.hpp" #include "steering.hpp" #include "movement.hpp" #include "character.hpp" #include "aicombataction.hpp" #include "actorutil.hpp" namespace { //chooses an attack depending on probability to avoid uniformity std::string chooseBestAttack(const ESM::Weapon* weapon); osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos, float duration, int weapType, float strength); } namespace MWMechanics { 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 coordinate 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; if (actor == target) // This should never happen. return true; if (!storage.isFleeing()) { if (storage.mCurrentAction.get()) // need to wait to init action with its attack range { //Update every frame. UpdateLOS uses a timer, so the LOS check does not happen every frame. updateLOS(actor, target, duration, storage); const float targetReachedTolerance = storage.mLOS && !storage.mUseCustomDestination ? storage.mAttackRange : 0.0f; const osg::Vec3f destination = storage.mUseCustomDestination ? storage.mCustomDestination : target.getRefData().getPosition().asVec3(); const bool is_target_reached = pathTo(actor, destination, duration, targetReachedTolerance); if (is_target_reached) storage.mReadyToAttack = true; } storage.updateCombatMove(duration); if (storage.mReadyToAttack) updateActorsMovement(actor, duration, storage); storage.updateAttack(characterController); /* Start of tes3mp addition Record that this actor is updating an attack so that a packet will be sent about it */ mwmp::Attack *localAttack = MechanicsHelper::getLocalAttack(actor); if (localAttack && localAttack->pressed != storage.mAttack) { MechanicsHelper::resetAttack(localAttack); localAttack->pressed = storage.mAttack; localAttack->shouldSend = true; } /* End of tes3mp addition */ } else { updateFleeing(actor, target, duration, storage); } storage.mActionCooldown -= duration; if (storage.mReaction.update(duration) == Misc::TimerStatus::Waiting) return false; return attack(actor, target, storage, characterController); } bool AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController) { const MWWorld::CellStore*& currentCell = storage.mCell; bool cellChange = currentCell && (actor.getCell() != currentCell); if(!currentCell || cellChange) { currentCell = actor.getCell(); } /* Start of tes3mp addition Because multiplayer doesn't pause the world during dialogue, disallow attacks on a player engaged in dialogue */ if (target == MWBase::Environment::get().getWorld()->getPlayerPtr()) { if (MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Dialogue)) { storage.stopAttack(); return false; } } /* End of tes3mp addition */ bool forceFlee = false; if (!canFight(actor, target)) { storage.stopAttack(); characterController.setAttackingOrSpell(false); /* Start of tes3mp addition Record that this actor is stopping an attack so that a packet will be sent about it */ mwmp::Attack *localAttack = MechanicsHelper::getLocalAttack(actor); if (localAttack && localAttack->pressed != false) { MechanicsHelper::resetAttack(localAttack); localAttack->pressed = false; localAttack->shouldSend = true; } /* End of tes3mp addition */ storage.mActionCooldown = 0.f; // Continue combat if target is player or player follower/escorter and an attack has been attempted const std::list& playerFollowersAndEscorters = MWBase::Environment::get().getMechanicsManager()->getActorsSidingWith(MWMechanics::getPlayer()); bool targetSidesWithPlayer = (std::find(playerFollowersAndEscorters.begin(), playerFollowersAndEscorters.end(), target) != playerFollowersAndEscorters.end()); if ((target == MWMechanics::getPlayer() || targetSidesWithPlayer) && ((actor.getClass().getCreatureStats(actor).getHitAttemptActorId() == target.getClass().getCreatureStats(target).getActorId()) || (target.getClass().getCreatureStats(target).getHitAttemptActorId() == actor.getClass().getCreatureStats(actor).getActorId()))) forceFlee = true; else // Otherwise end combat return true; } const MWWorld::Class& actorClass = actor.getClass(); actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); float& actionCooldown = storage.mActionCooldown; std::shared_ptr& currentAction = storage.mCurrentAction; if (!forceFlee) { if (actionCooldown > 0) return false; if (characterController.readyToPrepareAttack()) { currentAction = prepareNextAction(actor, target); actionCooldown = currentAction->getActionCooldown(); } } else { currentAction.reset(new ActionFlee()); actionCooldown = currentAction->getActionCooldown(); } if (!currentAction) return false; if (storage.isFleeing() != currentAction->isFleeing()) { if (currentAction->isFleeing()) { storage.startFleeing(); MWBase::Environment::get().getDialogueManager()->say(actor, "flee"); return false; } else storage.stopFleeing(); } bool isRangedCombat = false; float &rangeAttack = storage.mAttackRange; rangeAttack = currentAction->getCombatRange(isRangedCombat); // Get weapon characteristics const ESM::Weapon* weapon = currentAction->getWeapon(); ESM::Position pos = actor.getRefData().getPosition(); const osg::Vec3f vActorPos(pos.asVec3()); const osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3()); float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target); storage.mReadyToAttack = (currentAction->isAttackingOrSpell() && distToTarget <= rangeAttack && storage.mLOS); if (isRangedCombat) { // rotate actor taking into account target movement direction and projectile speed osg::Vec3f vAimDir = AimDirToMovingTarget(actor, target, storage.mLastTargetPos, AI_REACTION_TIME, (weapon ? weapon->mData.mType : 0), storage.mStrength); storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir); storage.mMovement.mRotation[2] = getZAngleToDir(vAimDir); } else { osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target, false); storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir); storage.mMovement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated } storage.mLastTargetPos = vTargetPos; if (storage.mReadyToAttack) { storage.startCombatMove(isRangedCombat, distToTarget, rangeAttack, actor, target); // start new attack storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat); } // If actor uses custom destination it has to try to rebuild path because environment can change // (door is opened between actor and target) or target position has changed and current custom destination // is not good enough to attack target. if (storage.mCurrentAction->isAttackingOrSpell() && ((!storage.mReadyToAttack && !mPathFinder.isPathConstructed()) || (storage.mUseCustomDestination && (storage.mCustomDestination - vTargetPos).length() > rangeAttack))) { const MWBase::World* world = MWBase::Environment::get().getWorld(); // Try to build path to the target. const auto halfExtents = world->getPathfindingHalfExtents(actor); const auto navigatorFlags = getNavigatorFlags(actor); const auto areaCosts = getAreaCosts(actor); const auto pathGridGraph = getPathGridGraph(actor.getCell()); mPathFinder.buildPath(actor, vActorPos, vTargetPos, actor.getCell(), pathGridGraph, halfExtents, navigatorFlags, areaCosts); if (!mPathFinder.isPathConstructed()) { // If there is no path, try to find a point on a line from the actor position to target projected // on navmesh to attack the target from there. const auto navigator = world->getNavigator(); const auto hit = navigator->raycast(halfExtents, vActorPos, vTargetPos, navigatorFlags); if (hit.has_value() && (*hit - vTargetPos).length() <= rangeAttack) { // If the point is close enough, try to find a path to that point. mPathFinder.buildPath(actor, vActorPos, *hit, actor.getCell(), pathGridGraph, halfExtents, navigatorFlags, areaCosts); if (mPathFinder.isPathConstructed()) { // If path to that point is found use it as custom destination. storage.mCustomDestination = *hit; storage.mUseCustomDestination = true; } } if (!mPathFinder.isPathConstructed()) { storage.mUseCustomDestination = false; storage.stopAttack(); characterController.setAttackingOrSpell(false); currentAction.reset(new ActionFlee()); actionCooldown = currentAction->getActionCooldown(); storage.startFleeing(); MWBase::Environment::get().getDialogueManager()->say(actor, "flee"); } } else { storage.mUseCustomDestination = false; } } return false; } void MWMechanics::AiCombat::updateLOS(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, MWMechanics::AiCombatStorage& storage) { static const float LOS_UPDATE_DURATION = 0.5f; if (storage.mUpdateLOSTimer <= 0.f) { storage.mLOS = MWBase::Environment::get().getWorld()->getLOS(actor, target); storage.mUpdateLOSTimer = LOS_UPDATE_DURATION; } else storage.mUpdateLOSTimer -= duration; } void MWMechanics::AiCombat::updateFleeing(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, MWMechanics::AiCombatStorage& storage) { static const float BLIND_RUN_DURATION = 1.0f; updateLOS(actor, target, duration, storage); AiCombatStorage::FleeState& state = storage.mFleeState; switch (state) { case AiCombatStorage::FleeState_None: return; case AiCombatStorage::FleeState_Idle: { float triggerDist = getMaxAttackDistance(target); if (storage.mLOS && (triggerDist >= 1000 || getDistanceMinusHalfExtents(actor, target) <= triggerDist)) { const ESM::Pathgrid* pathgrid = MWBase::Environment::get().getWorld()->getStore().get().search(*storage.mCell->getCell()); bool runFallback = true; if (pathgrid != nullptr && !pathgrid->mPoints.empty() && !actor.getClass().isPureWaterCreature(actor)) { ESM::Pathgrid::PointList points; Misc::CoordinateConverter coords(storage.mCell->getCell()); osg::Vec3f localPos = actor.getRefData().getPosition().asVec3(); coords.toLocal(localPos); int closestPointIndex = PathFinder::getClosestPoint(pathgrid, localPos); for (int i = 0; i < static_cast(pathgrid->mPoints.size()); i++) { if (i != closestPointIndex && getPathGridGraph(storage.mCell).isPointConnected(closestPointIndex, i)) { points.push_back(pathgrid->mPoints[static_cast(i)]); } } if (!points.empty()) { ESM::Pathgrid::Point dest = points[Misc::Rng::rollDice(points.size())]; coords.toWorld(dest); state = AiCombatStorage::FleeState_RunToDestination; storage.mFleeDest = ESM::Pathgrid::Point(dest.mX, dest.mY, dest.mZ); runFallback = false; } } if (runFallback) { state = AiCombatStorage::FleeState_RunBlindly; storage.mFleeBlindRunTimer = 0.0f; } } } break; case AiCombatStorage::FleeState_RunBlindly: { // timer to prevent twitchy movement that can be observed in vanilla MW if (storage.mFleeBlindRunTimer < BLIND_RUN_DURATION) { storage.mFleeBlindRunTimer += duration; storage.mMovement.mRotation[0] = -actor.getRefData().getPosition().rot[0]; storage.mMovement.mRotation[2] = osg::PI + getZAngleToDir(target.getRefData().getPosition().asVec3()-actor.getRefData().getPosition().asVec3()); storage.mMovement.mPosition[1] = 1; updateActorsMovement(actor, duration, storage); } else state = AiCombatStorage::FleeState_Idle; } break; case AiCombatStorage::FleeState_RunToDestination: { static const float fFleeDistance = MWBase::Environment::get().getWorld()->getStore().get().find("fFleeDistance")->mValue.getFloat(); float dist = (actor.getRefData().getPosition().asVec3() - target.getRefData().getPosition().asVec3()).length(); if ((dist > fFleeDistance && !storage.mLOS) || pathTo(actor, PathFinder::makeOsgVec3(storage.mFleeDest), duration)) { state = AiCombatStorage::FleeState_Idle; } } break; }; } void AiCombat::updateActorsMovement(const MWWorld::Ptr& actor, float duration, AiCombatStorage& storage) { // apply combat movement float deltaAngle = storage.mMovement.mRotation[2] - actor.getRefData().getPosition().rot[2]; osg::Vec2f movement = Misc::rotateVec2f( osg::Vec2f(storage.mMovement.mPosition[0], storage.mMovement.mPosition[1]), -deltaAngle); MWMechanics::Movement& actorMovementSettings = actor.getClass().getMovementSettings(actor); actorMovementSettings.mPosition[0] = movement.x(); actorMovementSettings.mPosition[1] = movement.y(); actorMovementSettings.mPosition[2] = storage.mMovement.mPosition[2]; rotateActorOnAxis(actor, 2, actorMovementSettings, storage); rotateActorOnAxis(actor, 0, actorMovementSettings, storage); } void AiCombat::rotateActorOnAxis(const MWWorld::Ptr& actor, int axis, MWMechanics::Movement& actorMovementSettings, AiCombatStorage& storage) { actorMovementSettings.mRotation[axis] = 0; bool isRangedCombat = false; storage.mCurrentAction->getCombatRange(isRangedCombat); float eps = isRangedCombat ? osg::DegreesToRadians(0.5) : osg::DegreesToRadians(3.f); float targetAngleRadians = storage.mMovement.mRotation[axis]; smoothTurn(actor, targetAngleRadians, axis, eps); } MWWorld::Ptr AiCombat::getTarget() const { return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); } void AiCombat::writeState(ESM::AiSequence::AiSequence &sequence) const { std::unique_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 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)) { int weapType = ESM::Weapon::None; MWWorld::ContainerStoreIterator weaponSlot = MWMechanics::getActiveWeapon(target, &weapType); if (weapType > ESM::Weapon::None) 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(); mCombatMove = true; } else if (isDistantCombat) { // 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 (targetUsesRanged || distToTarget > rangeAttackOfTarget*1.5) // Don't back up if the target is wielding ranged weapon return; // actor should not back up into water if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.5f)) return; int mask = MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Door; // Actor can not back up if there is no free space behind // Currently we take the 35% of actor's height from the ground as vector height. // This approach allows us to detect small obstacles (e.g. crates) and curved walls. osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getHalfExtents(actor); osg::Vec3f pos = actor.getRefData().getPosition().asVec3(); osg::Vec3f source = pos + osg::Vec3f(0, 0, 0.75f * halfExtents.z()); osg::Vec3f fallbackDirection = actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,-1,0); osg::Vec3f destination = source + fallbackDirection * (halfExtents.y() + 16); bool isObstacleDetected = MWBase::Environment::get().getWorld()->castRay(source.x(), source.y(), source.z(), destination.x(), destination.y(), destination.z(), mask); if (isObstacleDetected) return; // Check if there is nothing behind - probably actor is near cliff. // A current approach: cast ray 1.5-yard ray down in 1.5 yard behind actor from 35% of actor's height. // If we did not hit anything, there is a cliff behind actor. source = pos + osg::Vec3f(0, 0, 0.75f * halfExtents.z()) + fallbackDirection * (halfExtents.y() + 96); destination = source - osg::Vec3f(0, 0, 0.75f * halfExtents.z() + 96); bool isCliffDetected = !MWBase::Environment::get().getWorld()->castRay(source.x(), source.y(), source.z(), destination.x(), destination.y(), destination.z(), mask); if (isCliffDetected) return; mMovement.mPosition[1] = -1; } // dodge movements (for NPCs and bipedal creatures) // Note: do not use for ranged combat yet since in couple with back up behaviour can move actor out of cliff else if (actor.getClass().isBipedal(actor)) { float moveDuration = 0; float angleToTarget = Misc::normalizeAngle(mMovement.mRotation[2] - actor.getRefData().getPosition().rot[2]); // Apply a big side step if enemy tries to get around and come from behind. // Otherwise apply a random side step (kind of dodging) with some probability // if actor is within range of target's weapon. if (std::abs(angleToTarget) > osg::PI / 4) moveDuration = 0.2f; else if (distToTarget <= rangeAttackOfTarget && Misc::Rng::rollClosedProbability() < 0.25) moveDuration = 0.1f + 0.1f * Misc::Rng::rollClosedProbability(); if (moveDuration > 0) { mMovement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f; // to the left/right mTimerCombatMove = moveDuration; mCombatMove = true; } } } 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) characterController.setAIAttackType(chooseBestAttack(weapon)); /* Start of tes3mp addition Record that this actor is starting an attack so that a packet will be sent about it */ mwmp::Attack *localAttack = MechanicsHelper::getLocalAttack(actor); if (localAttack && localAttack->pressed != true) { MechanicsHelper::resetAttack(localAttack); localAttack->type = distantCombat ? mwmp::Attack::RANGED : mwmp::Attack::MELEE; localAttack->attackAnimation = characterController.getAttackType(); localAttack->pressed = true; mwmp::ActorList *actorList = mwmp::Main::get().getNetworking()->getActorList(); actorList->reset(); actorList->cell = *actor.getCell()->getCell(); actorList->addAttackActor(actor, *localAttack); actorList->sendAttackActors(); } /* End of tes3mp addition */ mStrength = Misc::Rng::rollClosedProbability(); const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); float baseDelay = store.get().find("fCombatDelayCreature")->mValue.getFloat(); if (actor.getClass().isNpc()) { baseDelay = store.get().find("fCombatDelayNPC")->mValue.getFloat(); } // Say a provoking combat phrase const int iVoiceAttackOdds = store.get().find("iVoiceAttackOdds")->mValue.getInteger(); if (Misc::Rng::roll0to99() < iVoiceAttackOdds) { MWBase::Environment::get().getDialogueManager()->say(actor, "attack"); } mAttackCooldown = std::min(baseDelay + 0.01 * Misc::Rng::roll0to99(), baseDelay + 0.9); } else mAttackCooldown -= AI_REACTION_TIME; } } 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; } void AiCombatStorage::startFleeing() { stopFleeing(); mFleeState = FleeState_Idle; } void AiCombatStorage::stopFleeing() { mMovement.mPosition[0] = 0; mMovement.mPosition[1] = 0; mMovement.mPosition[2] = 0; mFleeState = FleeState_None; mFleeDest = ESM::Pathgrid::Point(0, 0, 0); } bool AiCombatStorage::isFleeing() { return mFleeState != FleeState_None; } } namespace { std::string chooseBestAttack(const ESM::Weapon* weapon) { std::string attackType; if (weapon != nullptr) { //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) attackType = "slash"; else if(roll <= (slash + thrust)) attackType = "thrust"; else attackType = "chop"; } else MWMechanics::CharacterController::setAttackTypeRandomly(attackType); 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; const MWWorld::Store& gmst = MWBase::Environment::get().getWorld()->getStore().get(); // get projectile speed (depending on weapon type) if (MWMechanics::getWeaponType(weapType)->mWeaponClass == ESM::WeaponType::Thrown) { static float fThrownWeaponMinSpeed = gmst.find("fThrownWeaponMinSpeed")->mValue.getFloat(); static float fThrownWeaponMaxSpeed = gmst.find("fThrownWeaponMaxSpeed")->mValue.getFloat(); projSpeed = fThrownWeaponMinSpeed + (fThrownWeaponMaxSpeed - fThrownWeaponMinSpeed) * strength; } else if (weapType != 0) { static float fProjectileMinSpeed = gmst.find("fProjectileMinSpeed")->mValue.getFloat(); static float fProjectileMaxSpeed = gmst.find("fProjectileMaxSpeed")->mValue.getFloat(); projSpeed = fProjectileMinSpeed + (fProjectileMaxSpeed - fProjectileMinSpeed) * strength; } else // weapType is 0 ==> it's a target spell projectile { projSpeed = gmst.find("fTargetSpellMaxSpeed")->mValue.getFloat(); } // 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, true); 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; if (projVelDirSquared > 0) { osg::Vec3f vTargetMoveDirNormalized = vTargetMoveDir; vTargetMoveDirNormalized.normalize(); float projDistDiff = vDirToTarget * vTargetMoveDirNormalized; // dot product projDistDiff = std::sqrt(distToTarget * distToTarget - projDistDiff * projDistDiff); 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; } }