#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); } namespace MWMechanics { 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) : mTarget(actor), mTimerAttack(0), mTimerReact(0), mTimerCombatMove(0), mFollowTarget(false), mReadyToAttack(false), mStrike(false), mCombatMove(false), mBackOffDoor(false), mRotate(false), mMovement(), mCell(NULL), mDoorIter(actor.getCell()->get().mList.end()), mDoors(actor.getCell()->get()), mDoorCheckDuration(0), mTargetAngle(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; if(mTarget.getClass().getCreatureStats(mTarget).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; if (mRotate) { if (zTurn(actor, Ogre::Degree(mTargetAngle))) mRotate = false; } mTimerAttack -= duration; actor.getClass().getCreatureStats(actor).setAttackingOrSpell(mStrike); 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 attackPeriod = 1.0f; if(mReadyToAttack) { if(mTimerAttack <= -attackPeriod) { //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 = 0.35f * static_cast(rand())/RAND_MAX; mStrike = 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) mStrike = false; } else { mTimerAttack = -attackPeriod; mStrike = false; } const MWWorld::Class &cls = actor.getClass(); const ESM::Weapon *weapon = NULL; MWMechanics::WeaponType weaptype; float weapRange, weapSpeed = 1.0f; actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); if (actor.getClass().hasInventoryStore(actor)) { MWMechanics::DrawState_ state = actor.getClass().getCreatureStats(actor).getDrawState(); if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing) actor.getClass().getCreatureStats(actor).setDrawState(MWMechanics::DrawState_Weapon); //Get weapon speed and range MWWorld::ContainerStoreIterator weaponSlot = MWMechanics::getActiveWeapon(cls.getCreatureStats(actor), cls.getInventoryStore(actor), &weaptype); if (weaptype == WeapType_HandToHand) { const MWWorld::Store &gmst = MWBase::Environment::get().getWorld()->getStore().get(); weapRange = gmst.find("fHandToHandReach")->getFloat(); } else { 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) } ESM::Position pos = actor.getRefData().getPosition(); /* * Some notes on meanings of variables: * * rangeMelee: * * - Distance where attack using the actor's weapon is possible * - longer for ranged weapons (obviously?) vs. melee weapons * - Once within this distance mFollowTarget is triggered * (TODO: check whether the follow logic still works for ranged * weapons, since rangeCloseup is set to zero) * - TODO: The variable name is confusing. It was ok when AiCombat only * had melee weapons but now that ranged weapons are supported that is * no longer the case. It should really be renamed to something * like rangeStrike - alternatively, keep this name for melee * weapons and use a different variable for tracking ranged weapon * distance (rangeRanged maybe?) * * rangeCloseup: * * - Applies to melee weapons or hand to hand only (or creatures without * weapons) * - Distance a little further away from the actor's weapon strike * i.e. rangeCloseup > rangeMelee for melee weapons * (the variable names make this simple concept counter-intuitive, * something like rangeMelee > rangeStrike may be better) * - Once the target gets beyond this distance mFollowTarget is cleared * and a path to the target needs to be found * - TODO: Possibly rename this variable to rangeMelee or even rangeFollow * * 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 rangeMelee; float rangeCloseUp; bool distantCombat = false; if (weaptype==WeapType_BowAndArrow || weaptype==WeapType_Crossbow || weaptype==WeapType_Thrown) { rangeMelee = 1000; // TODO: should depend on archer skill rangeCloseUp = 0; //doesn't needed when attacking from distance distantCombat = true; } else { rangeMelee = weapRange; rangeCloseUp = 300; } Ogre::Vector3 vStart(pos.pos[0], pos.pos[1], pos.pos[2]); ESM::Position targetPos = mTarget.getRefData().getPosition(); Ogre::Vector3 vDest(targetPos.pos[0], targetPos.pos[1], targetPos.pos[2]); Ogre::Vector3 vDir = vDest - vStart; float distBetween = vDir.length(); // (within strike dist) || (not quite strike dist while following) if(distBetween < rangeMelee || (distBetween <= rangeCloseUp && mFollowTarget) ) { //Melee and Close-up combat vDir.z = 0; float dirLen = vDir.length(); mTargetAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / dirLen) * sgn(Ogre::Math::ASin(vDir.x / dirLen)) ).valueDegrees(); mRotate = true; //bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget); // (not quite strike dist while following) if (mFollowTarget && distBetween > rangeMelee) { //Close-up combat: just run up on target mMovement.mPosition[1] = 1; } else // (within strike dist) { //Melee: stop running and attack mMovement.mPosition[1] = 0; // When attacking with a weapon, choose between slash, thrust or chop if (actor.getClass().hasInventoryStore(actor)) chooseBestAttack(weapon, mMovement); if(mMovement.mPosition[0] || mMovement.mPosition[1]) { mTimerCombatMove = 0.1f + 0.1f * static_cast(rand())/RAND_MAX; mCombatMove = true; } else if(actor.getClass().isNpc() && (!distantCombat || (distantCombat && rangeMelee/5))) { //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 && distBetween < rangeMelee/4) { mMovement.mPosition[1] = -1; } mReadyToAttack = true; //only once got in melee combat, actor is allowed to use close-up shortcutting mFollowTarget = true; } } else { //target is at far distance: build path to target mFollowTarget = false; buildNewPath(actor); //may fail to build a path, check before use //delete visited path node mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]); //if no new path leave mTargetAngle unchanged if(!mPathFinder.getPath().empty()) { //try shortcut if(vDir.length() < mPathFinder.getDistToNext(pos.pos[0],pos.pos[1],pos.pos[2]) && MWBase::Environment::get().getWorld()->getLOS(actor, mTarget)) mTargetAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / vDir.length()) * sgn(Ogre::Math::ASin(vDir.x / vDir.length())) ).valueDegrees(); else mTargetAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]); mRotate = true; } mMovement.mPosition[1] = 1; mReadyToAttack = false; } if(distBetween > rangeMelee) { //special run attack; it shouldn't affect melee combat tactics if(actor.getClass().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 = cls.getSpeed(actor); float speed2 = mTarget.getClass().getSpeed(mTarget); if(mTarget.getClass().getMovementSettings(mTarget).mPosition[0] == 0 && mTarget.getClass().getMovementSettings(mTarget).mPosition[1] == 0) speed2 = 0; float s1 = distBetween - weapRange; float t = s1/speed1; float s2 = speed2 * t; float t_swing = 0.17f/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 <= -attackPeriod) { mTimerAttack = 0.3f*static_cast(rand())/RAND_MAX; mStrike = 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? if((distBetween > rangeMelee || 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 MWWorld::CellStore *cell = actor.getCell(); 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(); Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos); for (; mDoorIter != mDoors.mList.end(); ++mDoorIter) { MWWorld::LiveCellRef& ref = *mDoorIter; float minSqr = 1.3*1.3*MIN_DIST_TO_DOOR_SQUARED; // for legibility if(actorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr && ref.mData.getLocalRotation().rot[2] < 0.4f) // even small opening { //std::cout<<"closed door id \""<& ref = *mDoorIter; Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos); float minSqr = 1.6 * 1.6 * MIN_DIST_TO_DOOR_SQUARED; // for legibility // TODO: add reaction to checking open doors if(mBackOffDoor && actorPos.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(); if (isOutside) targetPosThreshold = 300; else targetPosThreshold = 100; if((dist < 0) || (dist > targetPosThreshold)) { //construct new path only if target has moved away more than on 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]; if(!mPathFinder.isPathConstructed()) mPathFinder.buildPath(start, dest, actor.getCell(), isOutside); else { PathFinder newPathFinder; newPathFinder.buildPath(start, dest, actor.getCell(), isOutside); //TO EXPLORE: //maybe here is a mistake (?): PathFinder::getPathSize() returns number of grid points in the path, //not the actual path length. Here we should know if the new path is actually more effective. //if(pathFinder2.getPathSize() < mPathFinder.getPathSize()) if(!mPathFinder.getPath().empty()) { newPathFinder.syncStart(mPathFinder.getPath()); mPathFinder = newPathFinder; } } } } int AiCombat::getTypeId() const { return TypeIdCombat; } unsigned int AiCombat::getPriority() const { return 1; } const std::string &AiCombat::getTargetId() const { return mTarget.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; } }