#include "aicombat.hpp" #include #include #include "../mwworld/class.hpp" #include "../mwworld/timestamp.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/esmstore.hpp" #include "../mwworld/cellstore.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwbase/dialoguemanager.hpp" #include "creaturestats.hpp" #include "steering.hpp" #include "movement.hpp" #include "character.hpp" // fixme: for getActiveWeapon namespace { static float sgn(Ogre::Radian a) { if(a.valueDegrees() > 0) return 1.0; return -1.0; } //chooses an attack depending on probability to avoid uniformity void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement); float getZAngleToDir(const Ogre::Vector3& dir, float dirLen = 0.0f) { float len = (dirLen > 0.0f)? dirLen : dir.length(); return Ogre::Radian( Ogre::Math::ACos(dir.y / len) * sgn(Ogre::Math::ASin(dir.x / len)) ).valueDegrees(); } float getXAngleToDir(const Ogre::Vector3& dir, float dirLen = 0.0f) { float len = (dirLen > 0.0f)? dirLen : dir.length(); return Ogre::Radian(-Ogre::Math::ASin(dir.z / len)).valueDegrees(); } 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 Ogre::Vector3& from, const Ogre::Vector3& to, float offset) { if((to - from).length() >= PATHFIND_CAUTION_DIST || abs(from.z - to.z) <= PATHFIND_Z_REACH) { Ogre::Vector3 dir = to - from; dir.z = 0; dir.normalise(); float verticalOffset = 200; // instead of '200' here we want the height of the actor Ogre::Vector3 _from = from + dir*offset + Ogre::Vector3::UNIT_Z * verticalOffset; // cast up-down ray and find height in world space of hit float h = _from.z - MWBase::Environment::get().getWorld()->getDistToNearestRayHit(_from, -Ogre::Vector3::UNIT_Z, verticalOffset + PATHFIND_Z_REACH + 1); if(abs(from.z - h) <= PATHFIND_Z_REACH) return true; } return false; } } namespace MWMechanics { static const float MAX_ATTACK_DURATION = 0.35f; static const float DOOR_CHECK_INTERVAL = 1.5f; // same as AiWander // NOTE: MIN_DIST_TO_DOOR_SQUARED is defined in obstacle.hpp AiCombat::AiCombat(const MWWorld::Ptr& actor) : mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId()), mTimerAttack(0), mTimerReact(0), mTimerCombatMove(0), mFollowTarget(false), mReadyToAttack(false), mAttack(false), mCombatMove(false), mMovement(), mForceNoShortcut(false), mShortcutFailPos(), mBackOffDoor(false), mCell(NULL), mDoorIter(actor.getCell()->get().mList.end()), mDoors(actor.getCell()->get()), mDoorCheckDuration(0) { } /* * 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,float duration) { //General description if(!actor.getClass().getCreatureStats(actor).isHostile() || actor.getClass().getCreatureStats(actor).getHealth().getCurrent() <= 0) return true; MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); if(target.getClass().getCreatureStats(target).isDead()) return true; //Update every frame if(mCombatMove) { mTimerCombatMove -= duration; if( mTimerCombatMove <= 0) { mTimerCombatMove = 0; mMovement.mPosition[1] = mMovement.mPosition[0] = 0; mCombatMove = false; } } actor.getClass().getMovementSettings(actor) = mMovement; actor.getClass().getMovementSettings(actor).mRotation[0] = 0; actor.getClass().getMovementSettings(actor).mRotation[2] = 0; if(mMovement.mRotation[2] != 0) { if(zTurn(actor, Ogre::Degree(mMovement.mRotation[2]))) mMovement.mRotation[2] = 0; } if(mMovement.mRotation[0] != 0) { if(smoothTurn(actor, Ogre::Degree(mMovement.mRotation[0]), 0)) mMovement.mRotation[0] = 0; } mTimerAttack -= duration; actor.getClass().getCreatureStats(actor).setAttackingOrSpell(mAttack); float tReaction = 0.25f; if(mTimerReact < tReaction) { mTimerReact += duration; return false; } //Update with period = tReaction mTimerReact = 0; bool cellChange = mCell && (actor.getCell() != mCell); if(!mCell || cellChange) { mCell = actor.getCell(); } //actual attacking logic //TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f float attacksPeriod = 1.0f; if(mReadyToAttack) { if(mTimerAttack <= -attacksPeriod) { //TODO: should depend on time between 'start' to 'min attack' //for better controlling of NPCs' attack strength. //Also it seems that this time is different for slash/thrust/chop mTimerAttack = MAX_ATTACK_DURATION * static_cast(rand())/RAND_MAX; mAttack = true; //say a provoking combat phrase if (actor.getClass().isNpc()) { const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); int chance = store.get().find("iVoiceAttackOdds")->getInt(); int roll = std::rand()/ (static_cast (RAND_MAX) + 1) * 100; // [0, 99] if (roll < chance) { MWBase::Environment::get().getDialogueManager()->say(actor, "attack"); } } } else if (mTimerAttack <= 0) mAttack = false; } else { mTimerAttack = -attacksPeriod; mAttack = false; } const MWWorld::Class &actorCls = actor.getClass(); const ESM::Weapon *weapon = NULL; MWMechanics::WeaponType weaptype; float weapRange, weapSpeed = 1.0f; actorCls.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); // Get weapon characteristics if (actorCls.hasInventoryStore(actor)) { MWMechanics::DrawState_ state = actorCls.getCreatureStats(actor).getDrawState(); if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing) actorCls.getCreatureStats(actor).setDrawState(MWMechanics::DrawState_Weapon); // TODO: Check equipped weapon and equip a different one if we can't attack with it // (e.g. no ammunition, or wrong type of ammunition equipped, etc. autoEquip is not very smart in this regard)) //Get weapon speed and range MWWorld::ContainerStoreIterator weaponSlot = MWMechanics::getActiveWeapon(actorCls.getCreatureStats(actor), actorCls.getInventoryStore(actor), &weaptype); if (weaptype == WeapType_HandToHand) { const MWWorld::Store &gmst = MWBase::Environment::get().getWorld()->getStore().get(); weapRange = gmst.find("fHandToHandReach")->getFloat(); } else if (weaptype != WeapType_PickProbe && weaptype != WeapType_Spell) { // All other WeapTypes are actually weapons, so get is safe. weapon = weaponSlot->get()->mBase; weapRange = weapon->mData.mReach; weapSpeed = weapon->mData.mSpeed; } weapRange *= 100.0f; } else //is creature { weaptype = WeapType_HandToHand; //doesn't matter, should only reflect if it is melee or distant weapon weapRange = 150; //TODO: use true attack range (the same problem in Creature::hit) } /* * 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) */ float rangeAttack; float rangeFollow; bool distantCombat = false; if (weaptype == WeapType_BowAndArrow || weaptype == WeapType_Crossbow || weaptype == WeapType_Thrown) { rangeAttack = 1000; // TODO: should depend on archer skill rangeFollow = 0; // not needed in ranged combat distantCombat = true; } else { rangeAttack = weapRange; rangeFollow = 300; } ESM::Position pos = actor.getRefData().getPosition(); Ogre::Vector3 vActorPos(pos.pos); Ogre::Vector3 vTargetPos(target.getRefData().getPosition().pos); Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos; bool isStuck = false; float speed = 0.0f; if(mMovement.mPosition[1] && (Ogre::Vector3(mLastPos.pos) - vActorPos).length() < (speed = actorCls.getSpeed(actor)) / 10.0f) isStuck = true; mLastPos = pos; // check if actor can move along z-axis bool canMoveByZ = (actorCls.canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(actor)) || MWBase::Environment::get().getWorld()->isFlying(actor); // determine vertical angle to target // if actor can move along z-axis it will control movement dir // if can't - it will control correct aiming mMovement.mRotation[0] = getXAngleToDir(vDirToTarget); vDirToTarget.z = 0; float distToTarget = vDirToTarget.length(); // (within strike dist) || (not quite strike dist while following) if(distToTarget < rangeAttack || (distToTarget <= rangeFollow && mFollowTarget && !isStuck) ) { //Melee and Close-up combat mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget); // (not quite strike dist while following) if (mFollowTarget && distToTarget > rangeAttack) { //Close-up combat: just run up on target mMovement.mPosition[1] = 1; } else // (within strike dist) { mMovement.mPosition[1] = 0; // set slash/thrust/chop attack if (mAttack && !distantCombat) chooseBestAttack(weapon, mMovement); if(mMovement.mPosition[0] || mMovement.mPosition[1]) { mTimerCombatMove = 0.1f + 0.1f * static_cast(rand())/RAND_MAX; mCombatMove = true; } // only NPCs are smart enough to use dodge movements else if(actorCls.isNpc() && (!distantCombat || (distantCombat && distToTarget < rangeAttack/2))) { //apply sideway movement (kind of dodging) with some probability if(static_cast(rand())/RAND_MAX < 0.25) { mMovement.mPosition[0] = static_cast(rand())/RAND_MAX < 0.5? 1: -1; mTimerCombatMove = 0.05f + 0.15f * static_cast(rand())/RAND_MAX; mCombatMove = true; } } if(distantCombat && distToTarget < rangeAttack/4) { mMovement.mPosition[1] = -1; } mReadyToAttack = true; //only once got in melee combat, actor is allowed to use close-up shortcutting mFollowTarget = true; } } else // remote pathfinding { bool preferShortcut = false; bool inLOS = MWBase::Environment::get().getWorld()->getLOS(actor, target); if(mReadyToAttack) isStuck = false; // check if shortcut is available if(!isStuck && (!mForceNoShortcut || (Ogre::Vector3(mShortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST) && inLOS) { if(speed == 0.0f) speed = actorCls.getSpeed(actor); // maximum dist before pit/obstacle for actor to avoid them depending on his speed float maxAvoidDist = tReaction * speed + speed / MAX_VEL_ANGULAR.valueRadians() * 2; // *2 - for reliability preferShortcut = checkWayIsClear(vActorPos, vTargetPos, distToTarget > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2); } // don't use pathgrid when actor can move in 3 dimensions if(canMoveByZ) preferShortcut = true; if(preferShortcut) { mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget); mForceNoShortcut = false; mShortcutFailPos.pos[0] = mShortcutFailPos.pos[1] = mShortcutFailPos.pos[2] = 0; mPathFinder.clearPath(); } else // if shortcut failed stick to path grid { if(!isStuck && mShortcutFailPos.pos[0] == 0.0f && mShortcutFailPos.pos[1] == 0.0f && mShortcutFailPos.pos[2] == 0.0f) { mForceNoShortcut = true; mShortcutFailPos = pos; } mFollowTarget = false; buildNewPath(actor, target); //may fail to build a path, check before use //delete visited path node mPathFinder.checkWaypoint(pos.pos[0],pos.pos[1],pos.pos[2]); // This works on the borders between the path grid and areas with no waypoints. if(inLOS && mPathFinder.getPath().size() > 1) { // get point just before target std::list::const_iterator pntIter = --mPathFinder.getPath().end(); --pntIter; Ogre::Vector3 vBeforeTarget = Ogre::Vector3(pntIter->mX, pntIter->mY, pntIter->mZ); // if current actor pos is closer to target then last point of path (excluding target itself) then go straight on target if(distToTarget <= (vTargetPos - vBeforeTarget).length()) { mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget); preferShortcut = true; } } // if there is no new path, then go straight on target if(!preferShortcut) { if(!mPathFinder.getPath().empty()) mMovement.mRotation[2] = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]); else mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget); } } mMovement.mPosition[1] = 1; mReadyToAttack = false; } if(distToTarget > rangeAttack && !distantCombat) { //special run attack; it shouldn't affect melee combat tactics if(actorCls.getMovementSettings(actor).mPosition[1] == 1) { //check if actor can overcome the distance = distToTarget - attackerWeapRange //less than in time of playing weapon anim from 'start' to 'hit' tags (t_swing) //then start attacking float speed1 = actorCls.getSpeed(actor); float speed2 = target.getClass().getSpeed(target); if(target.getClass().getMovementSettings(target).mPosition[0] == 0 && target.getClass().getMovementSettings(target).mPosition[1] == 0) speed2 = 0; float s1 = distToTarget - weapRange; float t = s1/speed1; float s2 = speed2 * t; float t_swing = (MAX_ATTACK_DURATION/2) / weapSpeed;//instead of 0.17 should be the time of playing weapon anim from 'start' to 'hit' tags if (t + s2/speed1 <= t_swing) { mReadyToAttack = true; if(mTimerAttack <= -attacksPeriod) { mTimerAttack = MAX_ATTACK_DURATION * static_cast(rand())/RAND_MAX; mAttack = true; } } } } // NOTE: This section gets updated every tReaction, which is currently hard // coded at 250ms or 1/4 second // // TODO: Add a parameter to vary DURATION_SAME_SPOT? MWWorld::CellStore *cell = actor.getCell(); if((distToTarget > rangeAttack || mFollowTarget) && mObstacleCheck.check(actor, tReaction)) // check if evasive action needed { // first check if we're walking into a door mDoorCheckDuration += 1.0f; // add time taken for obstacle check if(mDoorCheckDuration >= DOOR_CHECK_INTERVAL && !cell->getCell()->isExterior()) { mDoorCheckDuration = 0; // Check all the doors in this cell mDoors = cell->get(); // update mDoorIter = mDoors.mList.begin(); for (; mDoorIter != mDoors.mList.end(); ++mDoorIter) { MWWorld::LiveCellRef& ref = *mDoorIter; float minSqr = 1.3*1.3*MIN_DIST_TO_DOOR_SQUARED; // for legibility if(vActorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr && ref.mData.getLocalRotation().rot[2] < 0.4f) // even small opening { //std::cout<<"closed door id \""<getCell()->isExterior() && !mDoors.mList.empty()) { MWWorld::LiveCellRef& ref = *mDoorIter; float minSqr = 1.6 * 1.6 * MIN_DIST_TO_DOOR_SQUARED; // for legibility // TODO: add reaction to checking open doors if(mBackOffDoor && vActorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr) { mMovement.mPosition[1] = -0.2; // back off, but slowly } else if(mBackOffDoor && mDoorIter != mDoors.mList.end() && ref.mData.getLocalRotation().rot[2] >= 1) { mDoorIter = mDoors.mList.end(); mBackOffDoor = false; //std::cout<<"open door id \""<getCell()->isExterior())? 300 : 100; //construct new path only if target has moved away more than on [targetPosThreshold] if(dist > targetPosThreshold) { ESM::Position pos = actor.getRefData().getPosition(); ESM::Pathgrid::Point start; start.mX = pos.pos[0]; start.mY = pos.pos[1]; start.mZ = pos.pos[2]; ESM::Pathgrid::Point dest; dest.mX = newPathTarget.x; dest.mY = newPathTarget.y; dest.mZ = newPathTarget.z; if(!mPathFinder.isPathConstructed()) mPathFinder.buildPath(start, dest, actor.getCell(), false); else { PathFinder newPathFinder; newPathFinder.buildPath(start, dest, actor.getCell(), false); if(!mPathFinder.getPath().empty()) { newPathFinder.syncStart(mPathFinder.getPath()); mPathFinder = newPathFinder; } } } } int AiCombat::getTypeId() const { return TypeIdCombat; } unsigned int AiCombat::getPriority() const { return 1; } std::string AiCombat::getTargetId() const { MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); if (target.isEmpty()) return ""; return target.getRefData().getHandle(); } AiCombat *MWMechanics::AiCombat::clone() const { return new AiCombat(*this); } } namespace { void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement) { if (weapon == NULL) { //hand-to-hand deal equal damage for each type float roll = static_cast(rand())/RAND_MAX; if(roll <= 0.333f) //side punch { movement.mPosition[0] = (static_cast(rand())/RAND_MAX < 0.5f)? 1: -1; movement.mPosition[1] = 0; } else if(roll <= 0.666f) //forward punch movement.mPosition[1] = 1; else { movement.mPosition[1] = movement.mPosition[0] = 0; } return; } //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 total = slash + chop + thrust; float roll = static_cast(rand())/RAND_MAX; if(roll <= static_cast(slash)/total) { movement.mPosition[0] = (static_cast(rand())/RAND_MAX < 0.5f)? 1: -1; movement.mPosition[1] = 0; } else if(roll <= (static_cast(slash) + static_cast(thrust))/total) movement.mPosition[1] = 1; else movement.mPosition[1] = movement.mPosition[0] = 0; } }