#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 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 { /// \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; float mAttackRange; bool mCombatMove; osg::Vec3f mLastTargetPos; const MWWorld::CellStore* mCell; boost::shared_ptr mCurrentAction; float mActionCooldown; float mStrength; bool mForceNoShortcut; ESM::Position mShortcutFailPos; MWMechanics::Movement mMovement; AiCombatStorage(): mAttackCooldown(0), mTimerReact(AI_REACTION_TIME), mTimerCombatMove(0), mReadyToAttack(false), mAttack(false), mAttackRange(0), mCombatMove(false), mLastTargetPos(0,0,0), mCell(NULL), mCurrentAction(), mActionCooldown(0), mStrength(), mForceNoShortcut(false), mShortcutFailPos(), 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; if (storage.mCurrentAction.get()) // need to wait to init action with it's attack range { //Update every frame bool is_target_reached = pathTo(actor, target.getRefData().getPosition().pos, duration, storage.mAttackRange); if (is_target_reached) storage.mReadyToAttack = true; } storage.updateCombatMove(duration); if (storage.mReadyToAttack) updateActorsMovement(actor, duration, storage); storage.updateAttack(characterController); storage.mActionCooldown -= duration; float& timerReact = storage.mTimerReact; if (timerReact < AI_REACTION_TIME) { timerReact += duration; } else { timerReact = 0; attack(actor, target, storage, characterController); } return false; } void AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController) { if (isTargetMagicallyHidden(target)) { storage.stopAttack(); return; // 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; float &rangeAttack = storage.mAttackRange; boost::shared_ptr& currentAction = storage.mCurrentAction; if (characterController.readyToPrepareAttack()) { currentAction = prepareNextAction(actor, target); actionCooldown = currentAction->getActionCooldown(); } const ESM::Weapon *weapon = NULL; bool isRangedCombat = false; if (currentAction.get()) { rangeAttack = currentAction->getCombatRange(isRangedCombat); // Get weapon characteristics weapon = currentAction->getWeapon(); } 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); storage.mReadyToAttack = (distToTarget <= rangeAttack); // 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; } if (storage.mReadyToAttack) { storage.startCombatMove(actorClass.isNpc(), isRangedCombat, distToTarget, rangeAttack); // start new attack storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat); if (isRangedCombat) { // rotate actor taking into account target movement direction and projectile speed osg::Vec3f& lastTargetPos = storage.mLastTargetPos; vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, AI_REACTION_TIME, (weapon ? weapon->mData.mType : 0), storage.mStrength); lastTargetPos = vTargetPos; storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir); storage.mMovement.mRotation[2] = getZAngleToDir(vAimDir); } else { storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir); storage.mMovement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated } } } void AiCombat::updateActorsMovement(const MWWorld::Ptr& actor, float duration, AiCombatStorage& storage) { // apply combat movement MWMechanics::Movement& actorMovementSettings = actor.getClass().getMovementSettings(actor); actorMovementSettings.mPosition[0] = storage.mMovement.mPosition[0]; actorMovementSettings.mPosition[1] = storage.mMovement.mPosition[1]; actorMovementSettings.mPosition[2] = storage.mMovement.mPosition[2]; rotateActorOnAxis(actor, 2, actorMovementSettings, storage.mMovement); rotateActorOnAxis(actor, 0, actorMovementSettings, storage.mMovement); } 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; } } } 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; } // dodge movements (for NPCs only) 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; // to the left/right 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) characterController.setAIAttackType(chooseBestAttack(weapon)); 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 -= 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; } } namespace { std::string chooseBestAttack(const ESM::Weapon* weapon) { std::string attackType; if (weapon != NULL) { //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"; } 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; } }