#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 "../mwrender/animation.hpp" #include "creaturestats.hpp" #include "steering.hpp" #include "movement.hpp" #include "character.hpp" // fixme: for getActiveWeapon #include "aicombataction.hpp" 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 ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement); void getMinMaxAttackDuration(const MWWorld::Ptr& actor, float (*fMinMaxDurations)[2]); Ogre::Vector3 AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const Ogre::Vector3& vLastTargetPos, float duration, int weapType, float strength); 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 offsetXY) { 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*offsetXY + 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 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()) , mMinMaxAttackDuration() , mMovement() { init(); mLastTargetPos = Ogre::Vector3(actor.getRefData().getPosition().pos); } AiCombat::AiCombat(const ESM::AiSequence::AiCombat *combat) : mMinMaxAttackDuration() , mMovement() { mTargetActorId = combat->mTargetActorId; init(); } void AiCombat::init() { mActionCooldown = 0; mTimerAttack = 0; mTimerReact = 0; mTimerCombatMove = 0; mFollowTarget = false; mReadyToAttack = false; mAttack = false; mCombatMove = false; mForceNoShortcut = false; mStrength = 0; mCell = NULL; mLastTargetPos = Ogre::Vector3(0,0,0); mMinMaxAttackDurationInitialised = false; } /* * 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).isDead()) return true; MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); if (target.isEmpty()) return false; if(target.getClass().getCreatureStats(target).isDead()) return true; const MWWorld::Class& actorClass = actor.getClass(); MWBase::World* world = MWBase::Environment::get().getWorld(); if (!actorClass.isNpc() && // 1. pure water creature and Player moved out of water ((target == world->getPlayerPtr() && actorClass.canSwim(actor) && !actor.getClass().canWalk(actor) && !world->isSwimming(target)) // 2. creature can't swim to target || (!actorClass.canSwim(actor) && world->isSwimming(target)))) { actorClass.getCreatureStats(actor).setAttackingOrSpell(false); return true; } //Update every frame if(mCombatMove) { mTimerCombatMove -= duration; if( mTimerCombatMove <= 0) { mTimerCombatMove = 0; mMovement.mPosition[1] = mMovement.mPosition[0] = 0; mCombatMove = false; } } actorClass.getMovementSettings(actor) = mMovement; actorClass.getMovementSettings(actor).mRotation[0] = 0; actorClass.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; } //TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f float attacksPeriod = 1.0f; ESM::Weapon::AttackType attackType; if(mReadyToAttack) { if (!mMinMaxAttackDurationInitialised) { // TODO: this must be updated when a different weapon is equipped getMinMaxAttackDuration(actor, mMinMaxAttackDuration); mMinMaxAttackDurationInitialised = true; } if (mTimerAttack < 0) mAttack = false; mTimerAttack -= duration; } else { mTimerAttack = -attacksPeriod; mAttack = false; } actorClass.getCreatureStats(actor).setAttackingOrSpell(mAttack); mActionCooldown -= duration; 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(); } MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(actor); if (!anim) // shouldn't happen return false; actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); if (mActionCooldown > 0) return false; float rangeAttack = 0; float rangeFollow = 0; if (anim->upperBodyReady()) { mCurrentAction = prepareNextAction(actor, target); mActionCooldown = mCurrentAction->getActionCooldown(); } if (mCurrentAction.get()) mCurrentAction->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 if (actorClass.hasInventoryStore(actor)) { // 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(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 = WeapType_HandToHand; //doesn't matter, should only reflect if it is melee or distant weapon 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); weapRange = 150.f; } // start new attack if(mReadyToAttack) { if(mTimerAttack <= -attacksPeriod) { mAttack = true; // attack starts just now if (!distantCombat) attackType = chooseBestAttack(weapon, mMovement); else attackType = ESM::Weapon::AT_Chop; // cause it's =0 mStrength = static_cast(rand()) / RAND_MAX; // Note: may be 0 for some animations mTimerAttack = mMinMaxAttackDuration[attackType][0] + (mMinMaxAttackDuration[attackType][1] - mMinMaxAttackDuration[attackType][0]) * mStrength; //say a provoking combat phrase if (actor.getClass().isNpc()) { const MWWorld::ESMStore &store = world->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"); } } } } /* * 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(); Ogre::Vector3 vActorPos(pos.pos); Ogre::Vector3 vTargetPos(target.getRefData().getPosition().pos); Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos; float distToTarget = vDirToTarget.length(); bool isStuck = false; float speed = 0.0f; if(mMovement.mPosition[1] && (mLastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * tReaction / 2) isStuck = true; mLastActorPos = vActorPos; // check if actor can move along z-axis bool canMoveByZ = (actorClass.canSwim(actor) && world->isSwimming(actor)) || world->isFlying(actor); // 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 && mFollowTarget && !isStuck))) { //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) { Ogre::Vector3 vAimDir = AimDirToMovingTarget(actor, target, mLastTargetPos, tReaction, weaptype, mStrength); mLastTargetPos = vTargetPos; mMovement.mRotation[0] = getXAngleToDir(vAimDir); mMovement.mRotation[2] = getZAngleToDir(Ogre::Vector3(vAimDir.x, vAimDir.y, 0)); } else { mMovement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget); mMovement.mRotation[2] = getZAngleToDir(Ogre::Vector3(vDirToTarget.x, vDirToTarget.y, 0)); } // (not quite attack dist while following) if (mFollowTarget && distToTarget > rangeAttack) { //Close-up combat: just run up on target mMovement.mPosition[1] = 1; } else // (within attack dist) { 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(actorClass.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; if (!distantCombat) inLOS = world->getLOS(actor, target); // check if shortcut is available if(inLOS && (!isStuck || mReadyToAttack) && (!mForceNoShortcut || (Ogre::Vector3(mShortcutFailPos.pos) - 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 = tReaction * speed + speed / MAX_VEL_ANGULAR.valueRadians() * 2; // *2 - for reliability preferShortcut = checkWayIsClear(vActorPos, vTargetPos, Ogre::Vector3(vDirToTarget.x, vDirToTarget.y, 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2); } // don't use pathgrid when actor can move in 3 dimensions if(canMoveByZ) preferShortcut = true; if(preferShortcut) { if (canMoveByZ) mMovement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget); 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; if (mReadyToAttack) { // to stop possible sideway moving after target moved out of attack range mCombatMove = true; mTimerCombatMove = 0; } mReadyToAttack = false; } if(!isStuck && distToTarget > rangeAttack && !distantCombat) { //special run attack; it shouldn't affect melee combat tactics if(actorClass.getMovementSettings(actor).mPosition[1] == 1) { /* check if actor can overcome the distance = distToTarget - attackerWeapRange less than in time of swinging with weapon (t_swing), then start attacking */ float speed1 = actorClass.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 = mMinMaxAttackDuration[ESM::Weapon::AT_Thrust][0] + (mMinMaxAttackDuration[ESM::Weapon::AT_Thrust][1] - mMinMaxAttackDuration[ESM::Weapon::AT_Thrust][0]) * static_cast(rand()) / RAND_MAX; if (t + s2/speed1 <= t_swing) { mReadyToAttack = true; if(mTimerAttack <= -attacksPeriod) { mTimerAttack = t_swing; 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? if((distToTarget > rangeAttack || mFollowTarget) && mObstacleCheck.check(actor, tReaction)) // check if evasive action needed { // probably walking into another NPC TODO: untested in combat situation // TODO: diagonal should have same animation as walk forward // but doesn't seem to do that? actor.getClass().getMovementSettings(actor).mPosition[0] = 1; actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f; // change the angle a bit, too if(mPathFinder.isPathConstructed()) zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1]))); if(mFollowTarget) mFollowTarget = false; // FIXME: can fool actors to stay behind doors, etc. // Related to Bug#1102 and to some degree #1155 as well } return false; } void AiCombat::buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target) { Ogre::Vector3 newPathTarget = Ogre::Vector3(target.getRefData().getPosition().pos); float dist; if(!mPathFinder.getPath().empty()) { ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back(); Ogre::Vector3 currPathTarget(lastPt.mX, lastPt.mY, lastPt.mZ); dist = (newPathTarget - currPathTarget).length(); } else dist = 1e+38F; // necessarily construct a new path float targetPosThreshold = (actor.getCell()->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; } 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); } } 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 = 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; 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 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; attackType = ESM::Weapon::AT_Slash; } else if(roll <= (static_cast(slash) + static_cast(thrust))/total) { movement.mPosition[1] = 1; attackType = ESM::Weapon::AT_Thrust; } else { movement.mPosition[1] = movement.mPosition[0] = 0; attackType = ESM::Weapon::AT_Chop; } } return attackType; } void getMinMaxAttackDuration(const MWWorld::Ptr& actor, float (*fMinMaxDurations)[2]) { if (!actor.getClass().hasInventoryStore(actor)) // creatures { fMinMaxDurations[0][0] = fMinMaxDurations[0][1] = 0.1f; fMinMaxDurations[1][0] = fMinMaxDurations[1][1] = 0.1f; fMinMaxDurations[2][0] = fMinMaxDurations[2][1] = 0.1f; return; } // get weapon information: type and speed const ESM::Weapon *weapon = NULL; MWMechanics::WeaponType weaptype = MWMechanics::WeapType_None; MWWorld::ContainerStoreIterator weaponSlot = MWMechanics::getActiveWeapon(actor.getClass().getCreatureStats(actor), actor.getClass().getInventoryStore(actor), &weaptype); float weapSpeed; if (weaptype != MWMechanics::WeapType_HandToHand && weaptype != MWMechanics::WeapType_Spell && weaptype != MWMechanics::WeapType_None) { weapon = weaponSlot->get()->mBase; weapSpeed = weapon->mData.mSpeed; } else weapSpeed = 1.0f; MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(actor); std::string weapGroup; MWMechanics::getWeaponGroup(weaptype, weapGroup); weapGroup = weapGroup + ": "; bool bRangedWeap = (weaptype >= MWMechanics::WeapType_BowAndArrow && weaptype <= MWMechanics::WeapType_Thrown); const char *attackType[] = {"chop ", "slash ", "thrust ", "shoot "}; std::string textKey = "start"; std::string textKey2; // get durations for each attack type for (int i = 0; i < (bRangedWeap ? 1 : 3); i++) { float start1 = anim->getTextKeyTime(weapGroup + (bRangedWeap ? attackType[3] : attackType[i]) + textKey); if (start1 < 0) { fMinMaxDurations[i][0] = fMinMaxDurations[i][1] = 0.1f; continue; } textKey2 = "min attack"; float start2 = anim->getTextKeyTime(weapGroup + (bRangedWeap ? attackType[3] : attackType[i]) + textKey2); fMinMaxDurations[i][0] = (start2 - start1) / weapSpeed; textKey2 = "max attack"; start1 = anim->getTextKeyTime(weapGroup + (bRangedWeap ? attackType[3] : attackType[i]) + textKey2); fMinMaxDurations[i][1] = fMinMaxDurations[i][0] + (start1 - start2) / weapSpeed; } } Ogre::Vector3 AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const Ogre::Vector3& 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 Ogre::Vector3 vActorPos = Ogre::Vector3(actor.getRefData().getPosition().pos); Ogre::Vector3 vTargetPos = Ogre::Vector3(target.getRefData().getPosition().pos); Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos; float distToTarget = vDirToTarget.length(); Ogre::Vector3 vTargetMoveDir = vTargetPos - vLastTargetPos; vTargetMoveDir /= duration; // |vTargetMoveDir| is target real speed in units/sec now Ogre::Vector3 vPerpToDir = vDirToTarget.crossProduct(Ogre::Vector3::UNIT_Z); float velPerp = vTargetMoveDir.dotProduct(vPerpToDir.normalisedCopy()); float velDir = vTargetMoveDir.dotProduct(vDirToTarget.normalisedCopy()); // time to collision between target and projectile float t_collision; float projVelDirSquared = projSpeed * projSpeed - velPerp * velPerp; float projDistDiff = vDirToTarget.dotProduct(vTargetMoveDir.normalisedCopy()); projDistDiff = sqrt(distToTarget * distToTarget - projDistDiff * projDistDiff); if (projVelDirSquared > 0) t_collision = projDistDiff / (sqrt(projVelDirSquared) - velDir); else t_collision = 0; // speed of projectile is not enough to reach moving target return vTargetPos + vTargetMoveDir * t_collision - vActorPos; } }