You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw-tes3mp/apps/openmw/mwmechanics/autocalcspell.cpp

306 lines
13 KiB
C++

#include "autocalcspell.hpp"
#include "spellcasting.hpp"
#include <limits>
#include "../mwworld/esmstore.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
namespace MWMechanics
{
struct SchoolCaps
{
int mCount;
int mLimit;
bool mReachedLimit;
int mMinCost;
std::string mWeakestSpell;
};
std::vector<std::string> autoCalcNpcSpells(const int *actorSkills, const int *actorAttributes, const ESM::Race* race)
{
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
static const float fNPCbaseMagickaMult = gmst.find("fNPCbaseMagickaMult")->mValue.getFloat();
float baseMagicka = fNPCbaseMagickaMult * actorAttributes[ESM::Attribute::Intelligence];
static const std::string schools[] = {
"alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration"
};
static int iAutoSpellSchoolMax[6];
static bool init = false;
if (!init)
{
for (int i=0; i<6; ++i)
{
const std::string& gmstName = "iAutoSpell" + schools[i] + "Max";
iAutoSpellSchoolMax[i] = gmst.find(gmstName)->mValue.getInteger();
}
init = true;
}
std::map<int, SchoolCaps> schoolCaps;
for (int i=0; i<6; ++i)
{
SchoolCaps caps;
caps.mCount = 0;
caps.mLimit = iAutoSpellSchoolMax[i];
caps.mReachedLimit = iAutoSpellSchoolMax[i] <= 0;
caps.mMinCost = std::numeric_limits<int>::max();
caps.mWeakestSpell.clear();
schoolCaps[i] = caps;
}
std::vector<std::string> selectedSpells;
const MWWorld::Store<ESM::Spell> &spells =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>();
// Note: the algorithm heavily depends on the traversal order of the spells. For vanilla-compatible results the
// Store must preserve the record ordering as it was in the content files.
for (MWWorld::Store<ESM::Spell>::iterator iter = spells.begin(); iter != spells.end(); ++iter)
{
const ESM::Spell* spell = &*iter;
if (spell->mData.mType != ESM::Spell::ST_Spell)
continue;
if (!(spell->mData.mFlags & ESM::Spell::F_Autocalc))
continue;
static const int iAutoSpellTimesCanCast = gmst.find("iAutoSpellTimesCanCast")->mValue.getInteger();
if (baseMagicka < iAutoSpellTimesCanCast * spell->mData.mCost)
continue;
if (race && race->mPowers.exists(spell->mId))
continue;
if (!attrSkillCheck(spell, actorSkills, actorAttributes))
continue;
int school;
float skillTerm;
calcWeakestSchool(spell, actorSkills, school, skillTerm);
assert(school >= 0 && school < 6);
SchoolCaps& cap = schoolCaps[school];
if (cap.mReachedLimit && spell->mData.mCost <= cap.mMinCost)
continue;
static const float fAutoSpellChance = gmst.find("fAutoSpellChance")->mValue.getFloat();
if (calcAutoCastChance(spell, actorSkills, actorAttributes, school) < fAutoSpellChance)
continue;
selectedSpells.push_back(spell->mId);
if (cap.mReachedLimit)
{
std::vector<std::string>::iterator found = std::find(selectedSpells.begin(), selectedSpells.end(), cap.mWeakestSpell);
if (found != selectedSpells.end())
selectedSpells.erase(found);
cap.mMinCost = std::numeric_limits<int>::max();
for (std::vector<std::string>::iterator weakIt = selectedSpells.begin(); weakIt != selectedSpells.end(); ++weakIt)
{
const ESM::Spell* testSpell = spells.find(*weakIt);
//int testSchool;
//float dummySkillTerm;
//calcWeakestSchool(testSpell, actorSkills, testSchool, dummySkillTerm);
// Note: if there are multiple spells with the same cost, we pick the first one we found.
// So the algorithm depends on the iteration order of the outer loop.
if (
// There is a huge bug here. It is not checked that weakestSpell is of the correct school.
// As result multiple SchoolCaps could have the same mWeakestSpell. Erasing the weakest spell would then fail if another school
// already erased it, and so the number of spells would often exceed the sum of limits.
// This bug cannot be fixed without significantly changing the results of the spell autocalc, which will not have been playtested.
//testSchool == school &&
testSpell->mData.mCost < cap.mMinCost)
{
cap.mMinCost = testSpell->mData.mCost;
cap.mWeakestSpell = testSpell->mId;
}
}
}
else
{
cap.mCount += 1;
if (cap.mCount == cap.mLimit)
cap.mReachedLimit = true;
if (spell->mData.mCost < cap.mMinCost)
{
cap.mWeakestSpell = spell->mId;
cap.mMinCost = spell->mData.mCost;
}
}
}
return selectedSpells;
}
std::vector<std::string> autoCalcPlayerSpells(const int* actorSkills, const int* actorAttributes, const ESM::Race* race)
{
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
static const float fPCbaseMagickaMult = esmStore.get<ESM::GameSetting>().find("fPCbaseMagickaMult")->mValue.getFloat();
float baseMagicka = fPCbaseMagickaMult * actorAttributes[ESM::Attribute::Intelligence];
bool reachedLimit = false;
const ESM::Spell* weakestSpell = nullptr;
int minCost = std::numeric_limits<int>::max();
std::vector<std::string> selectedSpells;
const MWWorld::Store<ESM::Spell> &spells =
esmStore.get<ESM::Spell>();
for (MWWorld::Store<ESM::Spell>::iterator iter = spells.begin(); iter != spells.end(); ++iter)
{
const ESM::Spell* spell = &*iter;
if (spell->mData.mType != ESM::Spell::ST_Spell)
continue;
if (!(spell->mData.mFlags & ESM::Spell::F_PCStart))
continue;
if (reachedLimit && spell->mData.mCost <= minCost)
continue;
if (race && std::find(race->mPowers.mList.begin(), race->mPowers.mList.end(), spell->mId) != race->mPowers.mList.end())
continue;
if (baseMagicka < spell->mData.mCost)
continue;
static const float fAutoPCSpellChance = esmStore.get<ESM::GameSetting>().find("fAutoPCSpellChance")->mValue.getFloat();
if (calcAutoCastChance(spell, actorSkills, actorAttributes, -1) < fAutoPCSpellChance)
continue;
if (!attrSkillCheck(spell, actorSkills, actorAttributes))
continue;
selectedSpells.push_back(spell->mId);
if (reachedLimit)
{
std::vector<std::string>::iterator it = std::find(selectedSpells.begin(), selectedSpells.end(), weakestSpell->mId);
if (it != selectedSpells.end())
selectedSpells.erase(it);
minCost = std::numeric_limits<int>::max();
for (std::vector<std::string>::iterator weakIt = selectedSpells.begin(); weakIt != selectedSpells.end(); ++weakIt)
{
const ESM::Spell* testSpell = esmStore.get<ESM::Spell>().find(*weakIt);
if (testSpell->mData.mCost < minCost)
{
minCost = testSpell->mData.mCost;
weakestSpell = testSpell;
}
}
}
else
{
if (spell->mData.mCost < minCost)
{
weakestSpell = spell;
minCost = weakestSpell->mData.mCost;
}
static const unsigned int iAutoPCSpellMax = esmStore.get<ESM::GameSetting>().find("iAutoPCSpellMax")->mValue.getInteger();
if (selectedSpells.size() == iAutoPCSpellMax)
reachedLimit = true;
}
}
return selectedSpells;
}
bool attrSkillCheck (const ESM::Spell* spell, const int* actorSkills, const int* actorAttributes)
{
const std::vector<ESM::ENAMstruct>& effects = spell->mEffects.mList;
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt = effects.begin(); effectIt != effects.end(); ++effectIt)
{
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectIt->mEffectID);
static const int iAutoSpellAttSkillMin = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("iAutoSpellAttSkillMin")->mValue.getInteger();
if ((magicEffect->mData.mFlags & ESM::MagicEffect::TargetSkill))
{
assert (effectIt->mSkill >= 0 && effectIt->mSkill < ESM::Skill::Length);
if (actorSkills[effectIt->mSkill] < iAutoSpellAttSkillMin)
return false;
}
if ((magicEffect->mData.mFlags & ESM::MagicEffect::TargetAttribute))
{
assert (effectIt->mAttribute >= 0 && effectIt->mAttribute < ESM::Attribute::Length);
if (actorAttributes[effectIt->mAttribute] < iAutoSpellAttSkillMin)
return false;
}
}
return true;
}
void calcWeakestSchool (const ESM::Spell* spell, const int* actorSkills, int& effectiveSchool, float& skillTerm)
{
// Morrowind for some reason uses a formula slightly different from magicka cost calculation
float minChance = std::numeric_limits<float>::max();
const ESM::EffectList& effects = spell->mEffects;
for (std::vector<ESM::ENAMstruct>::const_iterator it = effects.mList.begin(); it != effects.mList.end(); ++it)
{
const ESM::ENAMstruct& effect = *it;
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effect.mEffectID);
int minMagn = 1;
int maxMagn = 1;
if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude))
{
minMagn = effect.mMagnMin;
maxMagn = effect.mMagnMax;
}
int duration = 0;
if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration))
duration = effect.mDuration;
static const float fEffectCostMult = MWBase::Environment::get().getWorld()->getStore()
.get<ESM::GameSetting>().find("fEffectCostMult")->mValue.getFloat();
float x = 0.5 * (std::max(1, minMagn) + std::max(1, maxMagn));
x *= 0.1 * magicEffect->mData.mBaseCost;
x *= 1 + duration;
x += 0.05 * std::max(1, effect.mArea) * magicEffect->mData.mBaseCost;
x *= fEffectCostMult;
if (effect.mRange == ESM::RT_Target)
x *= 1.5f;
float s = 2.f * actorSkills[spellSchoolToSkill(magicEffect->mData.mSchool)];
if (s - x < minChance)
{
minChance = s - x;
effectiveSchool = magicEffect->mData.mSchool;
skillTerm = s;
}
}
}
float calcAutoCastChance(const ESM::Spell *spell, const int *actorSkills, const int *actorAttributes, int effectiveSchool)
{
if (spell->mData.mType != ESM::Spell::ST_Spell)
return 100.f;
if (spell->mData.mFlags & ESM::Spell::F_Always)
return 100.f;
float skillTerm = 0;
if (effectiveSchool != -1)
skillTerm = 2.f * actorSkills[spellSchoolToSkill(effectiveSchool)];
else
calcWeakestSchool(spell, actorSkills, effectiveSchool, skillTerm); // Note effectiveSchool is unused after this
float castChance = skillTerm - spell->mData.mCost + 0.2f * actorAttributes[ESM::Attribute::Willpower] + 0.1f * actorAttributes[ESM::Attribute::Luck];
return castChance;
}
}