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102 lines
3.6 KiB
C++
102 lines
3.6 KiB
C++
#ifndef OPENMW_AICOMBAT_ACTION_H
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#define OPENMW_AICOMBAT_ACTION_H
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#include <memory>
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#include <components/esm/loadspel.hpp>
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#include "../mwworld/ptr.hpp"
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#include "../mwworld/containerstore.hpp"
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namespace MWMechanics
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{
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class Action
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{
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public:
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virtual ~Action() {}
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virtual void prepare(const MWWorld::Ptr& actor) = 0;
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virtual float getCombatRange (bool& isRanged) const = 0;
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virtual float getActionCooldown() { return 0.f; }
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virtual const ESM::Weapon* getWeapon() const { return nullptr; };
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virtual bool isAttackingOrSpell() const { return true; }
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virtual bool isFleeing() const { return false; }
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};
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class ActionFlee : public Action
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{
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public:
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ActionFlee() {}
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virtual void prepare(const MWWorld::Ptr& actor) {}
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virtual float getCombatRange (bool& isRanged) const { return 0.0f; }
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virtual float getActionCooldown() { return 3.0f; }
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virtual bool isAttackingOrSpell() const { return false; }
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virtual bool isFleeing() const { return true; }
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};
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class ActionSpell : public Action
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{
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public:
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ActionSpell(const std::string& spellId) : mSpellId(spellId) {}
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std::string mSpellId;
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/// Sets the given spell as selected on the actor's spell list.
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virtual void prepare(const MWWorld::Ptr& actor);
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virtual float getCombatRange (bool& isRanged) const;
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};
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class ActionEnchantedItem : public Action
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{
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public:
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ActionEnchantedItem(const MWWorld::ContainerStoreIterator& item) : mItem(item) {}
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MWWorld::ContainerStoreIterator mItem;
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/// Sets the given item as selected enchanted item in the actor's InventoryStore.
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virtual void prepare(const MWWorld::Ptr& actor);
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virtual float getCombatRange (bool& isRanged) const;
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/// Since this action has no animation, apply a small cool down for using it
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virtual float getActionCooldown() { return 0.75f; }
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};
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class ActionPotion : public Action
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{
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public:
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ActionPotion(const MWWorld::Ptr& potion) : mPotion(potion) {}
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MWWorld::Ptr mPotion;
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/// Drinks the given potion.
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virtual void prepare(const MWWorld::Ptr& actor);
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virtual float getCombatRange (bool& isRanged) const;
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virtual bool isAttackingOrSpell() const { return false; }
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/// Since this action has no animation, apply a small cool down for using it
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virtual float getActionCooldown() { return 0.75f; }
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};
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class ActionWeapon : public Action
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{
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private:
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MWWorld::Ptr mAmmunition;
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MWWorld::Ptr mWeapon;
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public:
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/// \a weapon may be empty for hand-to-hand combat
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ActionWeapon(const MWWorld::Ptr& weapon, const MWWorld::Ptr& ammo = MWWorld::Ptr())
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: mAmmunition(ammo), mWeapon(weapon) {}
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/// Equips the given weapon.
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virtual void prepare(const MWWorld::Ptr& actor);
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virtual float getCombatRange (bool& isRanged) const;
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virtual const ESM::Weapon* getWeapon() const;
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};
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std::shared_ptr<Action> prepareNextAction (const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
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float getBestActionRating(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy);
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float getDistanceMinusHalfExtents(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, bool minusZDist=false);
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float getMaxAttackDistance(const MWWorld::Ptr& actor);
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bool canFight(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
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float vanillaRateFlee(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
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bool makeFleeDecision(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, float antiFleeRating);
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}
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#endif
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