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139 lines
4.2 KiB
C++
139 lines
4.2 KiB
C++
#ifndef GAME_MWMECHANICS_AICOMBAT_H
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#define GAME_MWMECHANICS_AICOMBAT_H
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#include "aipackage.hpp"
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#include "../mwworld/cellstore.hpp" // for Doors
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#include "../mwbase/world.hpp"
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#include "pathfinding.hpp"
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#include "movement.hpp"
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#include "obstacle.hpp"
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namespace ESM
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{
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namespace AiSequence
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{
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struct AiCombat;
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}
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}
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namespace MWMechanics
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{
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class Action;
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/// \brief This class holds the variables AiCombat needs which are deleted if the package becomes inactive.
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struct AiCombatStorage : AiTemporaryBase
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{
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float mAttackCooldown;
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float mTimerReact;
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float mTimerCombatMove;
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bool mReadyToAttack;
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bool mAttack;
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float mAttackRange;
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bool mCombatMove;
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osg::Vec3f mLastTargetPos;
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const MWWorld::CellStore* mCell;
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std::shared_ptr<Action> mCurrentAction;
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float mActionCooldown;
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float mStrength;
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bool mForceNoShortcut;
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ESM::Position mShortcutFailPos;
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MWMechanics::Movement mMovement;
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enum FleeState
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{
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FleeState_None,
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FleeState_Idle,
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FleeState_RunBlindly,
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FleeState_RunToDestination
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};
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FleeState mFleeState;
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bool mLOS;
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float mUpdateLOSTimer;
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float mFleeBlindRunTimer;
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ESM::Pathgrid::Point mFleeDest;
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AiCombatStorage():
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mAttackCooldown(0.0f),
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mTimerReact(AI_REACTION_TIME),
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mTimerCombatMove(0.0f),
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mReadyToAttack(false),
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mAttack(false),
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mAttackRange(0.0f),
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mCombatMove(false),
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mLastTargetPos(0,0,0),
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mCell(nullptr),
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mCurrentAction(),
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mActionCooldown(0.0f),
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mStrength(),
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mForceNoShortcut(false),
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mShortcutFailPos(),
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mMovement(),
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mFleeState(FleeState_None),
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mLOS(false),
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mUpdateLOSTimer(0.0f),
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mFleeBlindRunTimer(0.0f)
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{}
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void startCombatMove(bool isDistantCombat, float distToTarget, float rangeAttack, const MWWorld::Ptr& actor, const MWWorld::Ptr& target);
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void updateCombatMove(float duration);
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void stopCombatMove();
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void startAttackIfReady(const MWWorld::Ptr& actor, CharacterController& characterController,
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const ESM::Weapon* weapon, bool distantCombat);
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void updateAttack(CharacterController& characterController);
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void stopAttack();
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void startFleeing();
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void stopFleeing();
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bool isFleeing();
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};
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/// \brief Causes the actor to fight another actor
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class AiCombat : public AiPackage
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{
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public:
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///Constructor
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/** \param actor Actor to fight **/
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AiCombat(const MWWorld::Ptr& actor);
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AiCombat (const ESM::AiSequence::AiCombat* combat);
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void init();
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virtual AiCombat *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration);
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virtual int getTypeId() const;
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virtual unsigned int getPriority() const;
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///Returns target ID
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MWWorld::Ptr getTarget() const;
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virtual void writeState(ESM::AiSequence::AiSequence &sequence) const;
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virtual bool canCancel() const { return false; }
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virtual bool shouldCancelPreviousAi() const { return false; }
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private:
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/// Returns true if combat should end
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bool attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController);
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void updateLOS(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, AiCombatStorage& storage);
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void updateFleeing(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, AiCombatStorage& storage);
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/// Transfer desired movement (from AiCombatStorage) to Actor
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void updateActorsMovement(const MWWorld::Ptr& actor, float duration, AiCombatStorage& storage);
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void rotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
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MWMechanics::Movement& actorMovementSettings, AiCombatStorage& storage);
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};
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}
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#endif
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