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924 lines
36 KiB
C++
924 lines
36 KiB
C++
#include "aicombataction.hpp"
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#include <components/esm/loadench.hpp>
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#include <components/esm/loadmgef.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwworld/actionequip.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "npcstats.hpp"
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#include "spellcasting.hpp"
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#include "combat.hpp"
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namespace
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{
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// RangeTypes using bitflags to allow multiple range types, as can be the case with spells having multiple effects.
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enum RangeTypes
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{
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Self = 0x1,
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Touch = 0x10,
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Target = 0x100
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};
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int getRangeTypes (const ESM::EffectList& effects)
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{
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int types = 0;
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for (std::vector<ESM::ENAMstruct>::const_iterator it = effects.mList.begin(); it != effects.mList.end(); ++it)
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{
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if (it->mRange == ESM::RT_Self)
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types |= Self;
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else if (it->mRange == ESM::RT_Touch)
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types |= Touch;
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else if (it->mRange == ESM::RT_Target)
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types |= Target;
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}
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return types;
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}
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float suggestCombatRange(int rangeTypes)
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{
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if (rangeTypes & Touch)
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{
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static const float fCombatDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
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return fCombatDistance;
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}
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else if (rangeTypes & Target)
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{
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return 1000.f;
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}
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else
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{
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// For Self spells, distance doesn't matter, so back away slightly to avoid enemy hits
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return 600.f;
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}
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}
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int numEffectsToCure (const MWWorld::Ptr& actor, int effectFilter=-1)
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{
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int toCure=0;
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const MWMechanics::ActiveSpells& activeSpells = actor.getClass().getCreatureStats(actor).getActiveSpells();
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for (MWMechanics::ActiveSpells::TIterator it = activeSpells.begin(); it != activeSpells.end(); ++it)
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{
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const MWMechanics::ActiveSpells::ActiveSpellParams& params = it->second;
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for (std::vector<MWMechanics::ActiveSpells::ActiveEffect>::const_iterator effectIt = params.mEffects.begin();
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effectIt != params.mEffects.end(); ++effectIt)
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{
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int effectId = effectIt->mEffectId;
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if (effectFilter != -1 && effectId != effectFilter)
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continue;
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const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectId);
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if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful
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&& effectIt->mDuration > 3 // Don't attempt to cure if effect runs out shortly anyway
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)
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++toCure;
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}
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}
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return toCure;
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}
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}
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namespace MWMechanics
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{
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float ratePotion (const MWWorld::Ptr &item, const MWWorld::Ptr& actor)
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{
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if (item.getTypeName() != typeid(ESM::Potion).name())
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return 0.f;
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const ESM::Potion* potion = item.get<ESM::Potion>()->mBase;
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return rateEffects(potion->mEffects, actor, MWWorld::Ptr());
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}
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float rateWeapon (const MWWorld::Ptr &item, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, int type,
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float arrowRating, float boltRating)
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{
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if (item.getTypeName() != typeid(ESM::Weapon).name())
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return 0.f;
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const ESM::Weapon* weapon = item.get<ESM::Weapon>()->mBase;
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if (type != -1 && weapon->mData.mType != type)
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return 0.f;
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float rating=0.f;
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float bonus=0.f;
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if (weapon->mData.mType >= ESM::Weapon::MarksmanBow && weapon->mData.mType <= ESM::Weapon::MarksmanThrown)
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bonus+=1.5f;
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if (weapon->mData.mType >= ESM::Weapon::MarksmanBow)
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{
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rating = (weapon->mData.mChop[0] + weapon->mData.mChop[1]) / 2.f;
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}
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else
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{
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for (int i=0; i<2; ++i)
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{
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rating += weapon->mData.mSlash[i];
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rating += weapon->mData.mThrust[i];
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rating += weapon->mData.mChop[i];
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}
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rating /= 6.f;
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}
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if (item.getClass().hasItemHealth(item))
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{
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if (item.getClass().getItemHealth(item) == 0)
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return 0.f;
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rating *= item.getClass().getItemHealth(item) / float(item.getClass().getItemMaxHealth(item));
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}
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if (weapon->mData.mType == ESM::Weapon::MarksmanBow)
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{
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if (arrowRating <= 0.f)
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rating = 0.f;
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else
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rating += arrowRating;
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}
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else if (weapon->mData.mType == ESM::Weapon::MarksmanCrossbow)
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{
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if (boltRating <= 0.f)
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rating = 0.f;
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else
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rating += boltRating;
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}
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if (!weapon->mEnchant.empty())
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{
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const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(weapon->mEnchant);
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if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes
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&& (item.getCellRef().getEnchantmentCharge() == -1
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|| item.getCellRef().getEnchantmentCharge() >= enchantment->mData.mCost))
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rating += rateEffects(enchantment->mEffects, actor, enemy);
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}
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int skill = item.getClass().getEquipmentSkill(item);
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if (skill != -1)
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rating *= actor.getClass().getSkill(actor, skill) / 100.f;
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return rating + bonus;
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}
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float rateSpell(const ESM::Spell *spell, const MWWorld::Ptr &actor, const MWWorld::Ptr& enemy)
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{
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const CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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float successChance = MWMechanics::getSpellSuccessChance(spell, actor);
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if (successChance == 0.f)
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return 0.f;
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if (spell->mData.mType != ESM::Spell::ST_Spell)
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return 0.f;
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// Don't make use of racial bonus spells, like MW. Can be made optional later
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if (actor.getClass().isNpc())
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{
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std::string raceid = actor.get<ESM::NPC>()->mBase->mRace;
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const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(raceid);
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if (race->mPowers.exists(spell->mId))
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return 0.f;
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}
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if (spell->mData.mCost > stats.getMagicka().getCurrent())
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return 0.f;
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// Spells don't stack, so early out if the spell is still active on the target
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int types = getRangeTypes(spell->mEffects);
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if ((types & Self) && stats.getActiveSpells().isSpellActive(spell->mId))
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return 0.f;
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if ( ((types & Touch) || (types & Target)) && enemy.getClass().getCreatureStats(enemy).getActiveSpells().isSpellActive(spell->mId))
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return 0.f;
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return rateEffects(spell->mEffects, actor, enemy) * (successChance / 100.f);
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}
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float rateMagicItem(const MWWorld::Ptr &ptr, const MWWorld::Ptr &actor, const MWWorld::Ptr& enemy)
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{
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if (ptr.getClass().getEnchantment(ptr).empty())
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return 0.f;
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const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(ptr.getClass().getEnchantment(ptr));
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if (enchantment->mData.mType == ESM::Enchantment::CastOnce)
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{
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return rateEffects(enchantment->mEffects, actor, enemy);
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}
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else
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{
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//if (!ptr.getClass().canBeEquipped(ptr, actor))
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return 0.f;
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}
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}
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float rateEffect(const ESM::ENAMstruct &effect, const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy)
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{
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// NOTE: enemy may be empty
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float rating = 1;
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switch (effect.mEffectID)
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{
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case ESM::MagicEffect::Soultrap:
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case ESM::MagicEffect::AlmsiviIntervention:
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case ESM::MagicEffect::DivineIntervention:
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case ESM::MagicEffect::CalmHumanoid:
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case ESM::MagicEffect::CalmCreature:
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case ESM::MagicEffect::FrenzyHumanoid:
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case ESM::MagicEffect::FrenzyCreature:
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case ESM::MagicEffect::DemoralizeHumanoid:
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case ESM::MagicEffect::DemoralizeCreature:
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case ESM::MagicEffect::RallyHumanoid:
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case ESM::MagicEffect::RallyCreature:
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case ESM::MagicEffect::Charm:
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case ESM::MagicEffect::DetectAnimal:
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case ESM::MagicEffect::DetectEnchantment:
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case ESM::MagicEffect::DetectKey:
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case ESM::MagicEffect::Telekinesis:
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case ESM::MagicEffect::Mark:
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case ESM::MagicEffect::Recall:
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case ESM::MagicEffect::Jump:
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case ESM::MagicEffect::WaterBreathing:
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case ESM::MagicEffect::SwiftSwim:
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case ESM::MagicEffect::WaterWalking:
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case ESM::MagicEffect::SlowFall:
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case ESM::MagicEffect::Light:
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case ESM::MagicEffect::Lock:
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case ESM::MagicEffect::Open:
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case ESM::MagicEffect::TurnUndead:
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case ESM::MagicEffect::WeaknessToCommonDisease:
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case ESM::MagicEffect::WeaknessToBlightDisease:
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case ESM::MagicEffect::WeaknessToCorprusDisease:
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case ESM::MagicEffect::CureCommonDisease:
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case ESM::MagicEffect::CureBlightDisease:
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case ESM::MagicEffect::CureCorprusDisease:
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case ESM::MagicEffect::ResistBlightDisease:
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case ESM::MagicEffect::ResistCommonDisease:
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case ESM::MagicEffect::ResistCorprusDisease:
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case ESM::MagicEffect::Invisibility:
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case ESM::MagicEffect::Chameleon:
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return 0.f;
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case ESM::MagicEffect::RestoreAttribute:
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return 0.f; // TODO: implement based on attribute damage
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case ESM::MagicEffect::RestoreSkill:
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return 0.f; // TODO: implement based on skill damage
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case ESM::MagicEffect::ResistFire:
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case ESM::MagicEffect::ResistFrost:
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case ESM::MagicEffect::ResistMagicka:
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case ESM::MagicEffect::ResistNormalWeapons:
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case ESM::MagicEffect::ResistParalysis:
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case ESM::MagicEffect::ResistPoison:
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case ESM::MagicEffect::ResistShock:
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return 0.f; // probably useless since we don't know in advance what the enemy will cast
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// don't cast these for now as they would make the NPC cast the same effect over and over again, especially when they have potions
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case ESM::MagicEffect::FortifyAttribute:
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case ESM::MagicEffect::FortifyHealth:
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case ESM::MagicEffect::FortifyMagicka:
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case ESM::MagicEffect::FortifyFatigue:
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case ESM::MagicEffect::FortifySkill:
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case ESM::MagicEffect::FortifyMaximumMagicka:
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return 0.f;
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case ESM::MagicEffect::Feather:
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if (actor.getClass().getEncumbrance(actor) - actor.getClass().getCapacity(actor) >= 0)
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return 100.f;
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else
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return 0.f;
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case ESM::MagicEffect::Levitate:
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return 0.f; // AI isn't designed to take advantage of this, and could be perceived as unfair anyway
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case ESM::MagicEffect::BoundBoots:
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case ESM::MagicEffect::BoundHelm:
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if (actor.getClass().isNpc())
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{
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// Beast races can't wear helmets or boots
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std::string raceid = actor.get<ESM::NPC>()->mBase->mRace;
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const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(raceid);
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if (race->mData.mFlags & ESM::Race::Beast)
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return 0.f;
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}
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// Intended fall-through
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// Creatures can not wear armor
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case ESM::MagicEffect::BoundCuirass:
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case ESM::MagicEffect::BoundGloves:
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if (!actor.getClass().isNpc())
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return 0.f;
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break;
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case ESM::MagicEffect::RestoreHealth:
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case ESM::MagicEffect::RestoreMagicka:
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case ESM::MagicEffect::RestoreFatigue:
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if (effect.mRange == ESM::RT_Self)
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{
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int priority = 1;
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if (effect.mEffectID == ESM::MagicEffect::RestoreHealth)
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priority = 10;
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const DynamicStat<float>& current = actor.getClass().getCreatureStats(actor).
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getDynamic(effect.mEffectID - ESM::MagicEffect::RestoreHealth);
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float toHeal = (effect.mMagnMin + effect.mMagnMax)/2.f * effect.mDuration;
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// Effect doesn't heal more than we need, *or* we are below 1/2 health
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if (current.getModified() - current.getCurrent() > toHeal
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|| current.getCurrent() < current.getModified()*0.5)
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{
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return 10000.f * priority
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- (toHeal - (current.getModified()-current.getCurrent())); // prefer the most fitting potion
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}
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else
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return -10000.f * priority; // Save for later
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}
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break;
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// Prefer Cure effects over Dispel, because Dispel also removes positive effects
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case ESM::MagicEffect::Dispel:
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return 1000.f * numEffectsToCure(actor);
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case ESM::MagicEffect::CureParalyzation:
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return 1001.f * numEffectsToCure(actor, ESM::MagicEffect::Paralyze);
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case ESM::MagicEffect::CurePoison:
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return 1001.f * numEffectsToCure(actor, ESM::MagicEffect::Poison);
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case ESM::MagicEffect::DisintegrateArmor: // TODO: check if actor is wearing armor
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case ESM::MagicEffect::DisintegrateWeapon: // TODO: check if actor is wearing weapon
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break;
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case ESM::MagicEffect::DamageAttribute:
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case ESM::MagicEffect::DrainAttribute:
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if (!enemy.isEmpty() && enemy.getClass().getCreatureStats(enemy).getAttribute(effect.mAttribute).getModified() <= 0)
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return 0.f;
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{
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if (effect.mAttribute >= 0 && effect.mAttribute < ESM::Attribute::Length)
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{
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const float attributePriorities[ESM::Attribute::Length] = {
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1.0f, // Strength
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0.5f, // Intelligence
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0.6f, // Willpower
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0.7f, // Agility
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0.5f, // Speed
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0.8f, // Endurance
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0.7f, // Personality
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0.3f // Luck
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};
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rating *= attributePriorities[effect.mAttribute];
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}
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}
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break;
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case ESM::MagicEffect::DamageSkill:
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case ESM::MagicEffect::DrainSkill:
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if (enemy.isEmpty() || !enemy.getClass().isNpc())
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return 0.f;
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if (enemy.getClass().getNpcStats(enemy).getSkill(effect.mSkill).getModified() <= 0)
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return 0.f;
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break;
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default:
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break;
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}
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// TODO: for non-cumulative effects (e.g. paralyze), check if the enemy is already suffering from them
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// TODO: could take into account enemy's resistance/weakness against the effect
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const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effect.mEffectID);
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rating *= magicEffect->mData.mBaseCost;
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if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude))
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rating *= (effect.mMagnMin + effect.mMagnMax)/2.f;
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if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration))
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rating *= effect.mDuration;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
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rating *= -1.f;
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// Currently treating all "on target" or "on touch" effects to target the enemy actor.
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// Combat AI is egoistic, so doesn't consider applying positive effects to friendly actors.
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if (effect.mRange != ESM::RT_Self)
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rating *= -1.f;
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return rating;
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}
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float rateEffects(const ESM::EffectList &list, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
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{
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// NOTE: enemy may be empty
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float rating = 0.f;
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for (std::vector<ESM::ENAMstruct>::const_iterator it = list.mList.begin(); it != list.mList.end(); ++it)
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{
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rating += rateEffect(*it, actor, enemy);
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}
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return rating;
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}
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void ActionSpell::prepare(const MWWorld::Ptr &actor)
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{
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actor.getClass().getCreatureStats(actor).getSpells().setSelectedSpell(mSpellId);
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Spell);
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if (actor.getClass().hasInventoryStore(actor))
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{
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MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
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inv.setSelectedEnchantItem(inv.end());
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}
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const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(mSpellId);
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MWBase::Environment::get().getWorld()->preloadEffects(&spell->mEffects);
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}
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float ActionSpell::getCombatRange (bool& isRanged) const
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{
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const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(mSpellId);
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int types = getRangeTypes(spell->mEffects);
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isRanged = (types & Target);
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return suggestCombatRange(types);
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}
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void ActionEnchantedItem::prepare(const MWWorld::Ptr &actor)
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{
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actor.getClass().getCreatureStats(actor).getSpells().setSelectedSpell(std::string());
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actor.getClass().getInventoryStore(actor).setSelectedEnchantItem(mItem);
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Spell);
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}
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float ActionEnchantedItem::getCombatRange(bool& isRanged) const
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{
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const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(mItem->getClass().getEnchantment(*mItem));
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int types = getRangeTypes(enchantment->mEffects);
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return suggestCombatRange(types);
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}
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float ActionPotion::getCombatRange(bool& isRanged) const
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{
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// distance doesn't matter, so back away slightly to avoid enemy hits
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return 600.f;
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}
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void ActionPotion::prepare(const MWWorld::Ptr &actor)
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{
|
|
actor.getClass().apply(actor, mPotion.getCellRef().getRefId(), actor);
|
|
actor.getClass().getContainerStore(actor).remove(mPotion, 1, actor);
|
|
}
|
|
|
|
void ActionWeapon::prepare(const MWWorld::Ptr &actor)
|
|
{
|
|
if (actor.getClass().hasInventoryStore(actor))
|
|
{
|
|
if (mWeapon.isEmpty())
|
|
actor.getClass().getInventoryStore(actor).unequipSlot(MWWorld::InventoryStore::Slot_CarriedRight, actor);
|
|
else
|
|
{
|
|
MWWorld::ActionEquip equip(mWeapon);
|
|
equip.execute(actor);
|
|
}
|
|
|
|
if (!mAmmunition.isEmpty())
|
|
{
|
|
MWWorld::ActionEquip equip(mAmmunition);
|
|
equip.execute(actor);
|
|
}
|
|
}
|
|
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Weapon);
|
|
}
|
|
|
|
float ActionWeapon::getCombatRange(bool& isRanged) const
|
|
{
|
|
isRanged = false;
|
|
|
|
static const float fCombatDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
|
|
|
|
if (mWeapon.isEmpty())
|
|
{
|
|
static float fHandToHandReach =
|
|
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat();
|
|
return fHandToHandReach * fCombatDistance;
|
|
}
|
|
|
|
const ESM::Weapon* weapon = mWeapon.get<ESM::Weapon>()->mBase;
|
|
|
|
if (weapon->mData.mType >= ESM::Weapon::MarksmanBow)
|
|
{
|
|
isRanged = true;
|
|
return 1000.f;
|
|
}
|
|
else
|
|
return weapon->mData.mReach * fCombatDistance;
|
|
}
|
|
|
|
const ESM::Weapon* ActionWeapon::getWeapon() const
|
|
{
|
|
if (mWeapon.isEmpty())
|
|
return NULL;
|
|
return mWeapon.get<ESM::Weapon>()->mBase;
|
|
}
|
|
|
|
boost::shared_ptr<Action> prepareNextAction(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy)
|
|
{
|
|
Spells& spells = actor.getClass().getCreatureStats(actor).getSpells();
|
|
|
|
float bestActionRating = 0.f;
|
|
float antiFleeRating = 0.f;
|
|
// Default to hand-to-hand combat
|
|
boost::shared_ptr<Action> bestAction (new ActionWeapon(MWWorld::Ptr()));
|
|
if (actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
|
|
{
|
|
bestAction->prepare(actor);
|
|
return bestAction;
|
|
}
|
|
|
|
if (actor.getClass().hasInventoryStore(actor))
|
|
{
|
|
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
|
|
|
|
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
|
|
{
|
|
float rating = ratePotion(*it, actor);
|
|
if (rating > bestActionRating)
|
|
{
|
|
bestActionRating = rating;
|
|
bestAction.reset(new ActionPotion(*it));
|
|
antiFleeRating = std::numeric_limits<float>::max();
|
|
}
|
|
}
|
|
|
|
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
|
|
{
|
|
float rating = rateMagicItem(*it, actor, enemy);
|
|
if (rating > bestActionRating)
|
|
{
|
|
bestActionRating = rating;
|
|
bestAction.reset(new ActionEnchantedItem(it));
|
|
antiFleeRating = std::numeric_limits<float>::max();
|
|
}
|
|
}
|
|
|
|
float bestArrowRating = 0;
|
|
MWWorld::Ptr bestArrow;
|
|
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
|
|
{
|
|
float rating = rateWeapon(*it, actor, enemy, ESM::Weapon::Arrow);
|
|
if (rating > bestArrowRating)
|
|
{
|
|
bestArrowRating = rating;
|
|
bestArrow = *it;
|
|
}
|
|
}
|
|
|
|
float bestBoltRating = 0;
|
|
MWWorld::Ptr bestBolt;
|
|
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
|
|
{
|
|
float rating = rateWeapon(*it, actor, enemy, ESM::Weapon::Bolt);
|
|
if (rating > bestBoltRating)
|
|
{
|
|
bestBoltRating = rating;
|
|
bestBolt = *it;
|
|
}
|
|
}
|
|
|
|
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
|
|
{
|
|
std::vector<int> equipmentSlots = it->getClass().getEquipmentSlots(*it).first;
|
|
if (std::find(equipmentSlots.begin(), equipmentSlots.end(), (int)MWWorld::InventoryStore::Slot_CarriedRight)
|
|
== equipmentSlots.end())
|
|
continue;
|
|
|
|
float rating = rateWeapon(*it, actor, enemy, -1, bestArrowRating, bestBoltRating);
|
|
if (rating > bestActionRating)
|
|
{
|
|
const ESM::Weapon* weapon = it->get<ESM::Weapon>()->mBase;
|
|
|
|
MWWorld::Ptr ammo;
|
|
if (weapon->mData.mType == ESM::Weapon::MarksmanBow)
|
|
ammo = bestArrow;
|
|
else if (weapon->mData.mType == ESM::Weapon::MarksmanCrossbow)
|
|
ammo = bestBolt;
|
|
|
|
bestActionRating = rating;
|
|
bestAction.reset(new ActionWeapon(*it, ammo));
|
|
antiFleeRating = vanillaRateWeaponAndAmmo(*it, ammo, actor, enemy);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (Spells::TIterator it = spells.begin(); it != spells.end(); ++it)
|
|
{
|
|
const ESM::Spell* spell = it->first;
|
|
|
|
float rating = rateSpell(spell, actor, enemy);
|
|
if (rating > bestActionRating)
|
|
{
|
|
bestActionRating = rating;
|
|
bestAction.reset(new ActionSpell(spell->mId));
|
|
antiFleeRating = vanillaRateSpell(spell, actor, enemy);
|
|
}
|
|
}
|
|
|
|
if (makeFleeDecision(actor, enemy, antiFleeRating))
|
|
bestAction.reset(new ActionFlee());
|
|
|
|
if (bestAction.get())
|
|
bestAction->prepare(actor);
|
|
|
|
return bestAction;
|
|
}
|
|
|
|
|
|
float getDistanceMinusHalfExtents(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, bool minusZDist)
|
|
{
|
|
osg::Vec3f actor1Pos = actor1.getRefData().getPosition().asVec3();
|
|
osg::Vec3f actor2Pos = actor2.getRefData().getPosition().asVec3();
|
|
|
|
float dist = (actor1Pos - actor2Pos).length();
|
|
|
|
if (minusZDist)
|
|
dist -= std::abs(actor1Pos.z() - actor2Pos.z());
|
|
|
|
return (dist
|
|
- MWBase::Environment::get().getWorld()->getHalfExtents(actor1).y()
|
|
- MWBase::Environment::get().getWorld()->getHalfExtents(actor2).y());
|
|
}
|
|
|
|
float getMaxAttackDistance(const MWWorld::Ptr& actor)
|
|
{
|
|
const CreatureStats& stats = actor.getClass().getCreatureStats(actor);
|
|
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
|
|
|
|
std::string selectedSpellId = stats.getSpells().getSelectedSpell();
|
|
MWWorld::Ptr selectedEnchItem;
|
|
|
|
MWWorld::Ptr activeWeapon, activeAmmo;
|
|
if (actor.getClass().hasInventoryStore(actor))
|
|
{
|
|
MWWorld::InventoryStore& invStore = actor.getClass().getInventoryStore(actor);
|
|
|
|
MWWorld::ContainerStoreIterator item = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
|
|
if (item != invStore.end() && item.getType() == MWWorld::ContainerStore::Type_Weapon)
|
|
activeWeapon = *item;
|
|
|
|
item = invStore.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
|
|
if (item != invStore.end() && item.getType() == MWWorld::ContainerStore::Type_Weapon)
|
|
activeAmmo = *item;
|
|
|
|
if (invStore.getSelectedEnchantItem() != invStore.end())
|
|
selectedEnchItem = *invStore.getSelectedEnchantItem();
|
|
}
|
|
|
|
float dist = 1.0f;
|
|
if (activeWeapon.isEmpty() && !selectedSpellId.empty() && !selectedEnchItem.isEmpty())
|
|
{
|
|
static const float fHandToHandReach = gmst.find("fHandToHandReach")->getFloat();
|
|
dist = fHandToHandReach;
|
|
}
|
|
else if (stats.getDrawState() == MWMechanics::DrawState_Spell)
|
|
{
|
|
dist = 1.0f;
|
|
if (!selectedSpellId.empty())
|
|
{
|
|
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(selectedSpellId);
|
|
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt =
|
|
spell->mEffects.mList.begin(); effectIt != spell->mEffects.mList.end(); ++effectIt)
|
|
{
|
|
if (effectIt->mArea == ESM::RT_Target)
|
|
{
|
|
const ESM::MagicEffect* effect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectIt->mEffectID);
|
|
dist = effect->mData.mSpeed;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else if (!selectedEnchItem.isEmpty())
|
|
{
|
|
std::string enchId = selectedEnchItem.getClass().getEnchantment(selectedEnchItem);
|
|
if (!enchId.empty())
|
|
{
|
|
const ESM::Enchantment* ench = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(enchId);
|
|
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt =
|
|
ench->mEffects.mList.begin(); effectIt != ench->mEffects.mList.end(); ++effectIt)
|
|
{
|
|
if (effectIt->mArea == ESM::RT_Target)
|
|
{
|
|
const ESM::MagicEffect* effect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectIt->mEffectID);
|
|
dist = effect->mData.mSpeed;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static const float fTargetSpellMaxSpeed = gmst.find("fTargetSpellMaxSpeed")->getFloat();
|
|
dist *= std::max(1000.0f, fTargetSpellMaxSpeed);
|
|
}
|
|
else if (!activeWeapon.isEmpty())
|
|
{
|
|
const ESM::Weapon* esmWeap = activeWeapon.get<ESM::Weapon>()->mBase;
|
|
if (esmWeap->mData.mType >= ESM::Weapon::MarksmanBow)
|
|
{
|
|
static const float fTargetSpellMaxSpeed = gmst.find("fProjectileMaxSpeed")->getFloat();
|
|
dist = fTargetSpellMaxSpeed;
|
|
if (!activeAmmo.isEmpty())
|
|
{
|
|
const ESM::Weapon* esmAmmo = activeAmmo.get<ESM::Weapon>()->mBase;
|
|
dist *= esmAmmo->mData.mSpeed;
|
|
}
|
|
}
|
|
else if (esmWeap->mData.mReach > 1)
|
|
{
|
|
dist = esmWeap->mData.mReach;
|
|
}
|
|
}
|
|
|
|
dist = (dist > 0.f) ? dist : 1.0f;
|
|
|
|
static const float fCombatDistance = gmst.find("fCombatDistance")->getFloat();
|
|
static const float fCombatDistanceWerewolfMod = gmst.find("fCombatDistanceWerewolfMod")->getFloat();
|
|
|
|
float combatDistance = fCombatDistance;
|
|
if (actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
|
|
combatDistance *= (fCombatDistanceWerewolfMod + 1.0f);
|
|
|
|
if (dist < combatDistance)
|
|
dist *= combatDistance;
|
|
|
|
return dist;
|
|
}
|
|
|
|
bool canFight(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
|
|
{
|
|
ESM::Position actorPos = actor.getRefData().getPosition();
|
|
ESM::Position enemyPos = enemy.getRefData().getPosition();
|
|
|
|
const CreatureStats& enemyStats = enemy.getClass().getCreatureStats(enemy);
|
|
if (enemyStats.getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude() > 0
|
|
|| enemyStats.getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude() > 0)
|
|
{
|
|
if (!MWBase::Environment::get().getMechanicsManager()->awarenessCheck(enemy, actor))
|
|
return false;
|
|
}
|
|
|
|
if (actor.getClass().isPureWaterCreature(actor))
|
|
{
|
|
if (!MWBase::Environment::get().getWorld()->isWading(enemy))
|
|
return false;
|
|
}
|
|
|
|
float atDist = getMaxAttackDistance(actor);
|
|
if (atDist > getDistanceMinusHalfExtents(actor, enemy)
|
|
&& atDist > std::abs(actorPos.pos[2] - enemyPos.pos[2]))
|
|
{
|
|
if (MWBase::Environment::get().getWorld()->getLOS(actor, enemy))
|
|
return true;
|
|
}
|
|
|
|
if (actor.getClass().isPureFlyingCreature(actor) || actor.getClass().isPureLandCreature(actor))
|
|
{
|
|
if (MWBase::Environment::get().getWorld()->isSwimming(enemy))
|
|
return false;
|
|
}
|
|
|
|
if (actor.getClass().isBipedal(actor) || !actor.getClass().canFly(actor))
|
|
{
|
|
if (enemy.getClass().getCreatureStats(enemy).getMagicEffects().get(ESM::MagicEffect::Levitate).getMagnitude() > 0)
|
|
{
|
|
float attackDistance = getMaxAttackDistance(actor);
|
|
if ((attackDistance + actorPos.pos[2]) < enemyPos.pos[2])
|
|
{
|
|
if (enemy.getCell()->isExterior())
|
|
{
|
|
if (attackDistance < (enemyPos.pos[2] - MWBase::Environment::get().getWorld()->getTerrainHeightAt(enemyPos.asVec3())))
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!actor.getClass().canWalk(actor) && !actor.getClass().isBipedal(actor))
|
|
return true;
|
|
|
|
if (actor.getClass().getCreatureStats(actor).getMagicEffects().get(ESM::MagicEffect::Levitate).getMagnitude() > 0)
|
|
return true;
|
|
|
|
if (MWBase::Environment::get().getWorld()->isSwimming(actor))
|
|
return true;
|
|
|
|
if (getDistanceMinusHalfExtents(actor, enemy, true) <= 0.0f)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
float vanillaRateSpell(const ESM::Spell* spell, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
|
|
{
|
|
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
|
|
|
|
static const float fAIMagicSpellMult = gmst.find("fAIMagicSpellMult")->getFloat();
|
|
static const float fAIRangeMagicSpellMult = gmst.find("fAIRangeMagicSpellMult")->getFloat();
|
|
|
|
float mult = fAIMagicSpellMult;
|
|
|
|
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt =
|
|
spell->mEffects.mList.begin(); effectIt != spell->mEffects.mList.end(); ++effectIt)
|
|
{
|
|
if (effectIt->mArea == ESM::RT_Target)
|
|
{
|
|
if (!MWBase::Environment::get().getWorld()->isSwimming(enemy))
|
|
mult = fAIRangeMagicSpellMult;
|
|
else
|
|
mult = 0.0f;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return MWMechanics::getSpellSuccessChance(spell, actor) * mult;
|
|
}
|
|
|
|
float vanillaRateWeaponAndAmmo(const MWWorld::Ptr& weapon, const MWWorld::Ptr& ammo, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
|
|
{
|
|
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
|
|
|
|
static const float fAIMeleeWeaponMult = gmst.find("fAIMeleeWeaponMult")->getFloat();
|
|
static const float fAIMeleeArmorMult = gmst.find("fAIMeleeArmorMult")->getFloat();
|
|
static const float fAIRangeMeleeWeaponMult = gmst.find("fAIRangeMeleeWeaponMult")->getFloat();
|
|
|
|
if (weapon.isEmpty())
|
|
return 0.f;
|
|
|
|
float skillMult = actor.getClass().getSkill(actor, weapon.getClass().getEquipmentSkill(weapon)) * 0.01f;
|
|
float chopMult = fAIMeleeWeaponMult;
|
|
float bonusDamage = 0.f;
|
|
|
|
const ESM::Weapon* esmWeap = weapon.get<ESM::Weapon>()->mBase;
|
|
|
|
if (esmWeap->mData.mType >= ESM::Weapon::MarksmanBow)
|
|
{
|
|
if (!ammo.isEmpty() && !MWBase::Environment::get().getWorld()->isSwimming(enemy))
|
|
{
|
|
bonusDamage = ammo.get<ESM::Weapon>()->mBase->mData.mChop[1];
|
|
chopMult = fAIRangeMeleeWeaponMult;
|
|
}
|
|
else
|
|
chopMult = 0.f;
|
|
}
|
|
|
|
float chopRating = (esmWeap->mData.mChop[1] + bonusDamage) * skillMult * chopMult;
|
|
float slashRating = esmWeap->mData.mSlash[1] * skillMult * fAIMeleeWeaponMult;
|
|
float thrustRating = esmWeap->mData.mThrust[1] * skillMult * fAIMeleeWeaponMult;
|
|
|
|
return actor.getClass().getArmorRating(actor) * fAIMeleeArmorMult
|
|
+ std::max(std::max(chopRating, slashRating), thrustRating);
|
|
}
|
|
|
|
float vanillaRateFlee(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
|
|
{
|
|
const CreatureStats& stats = actor.getClass().getCreatureStats(actor);
|
|
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
|
|
|
|
int flee = stats.getAiSetting(CreatureStats::AI_Flee).getModified();
|
|
if (flee >= 100)
|
|
return flee;
|
|
|
|
static const float fAIFleeHealthMult = gmst.find("fAIFleeHealthMult")->getFloat();
|
|
static const float fAIFleeFleeMult = gmst.find("fAIFleeFleeMult")->getFloat();
|
|
|
|
float healthPercentage = (stats.getHealth().getModified() == 0.0f)
|
|
? 1.0f : stats.getHealth().getCurrent() / stats.getHealth().getModified();
|
|
float rating = (1.0f - healthPercentage) * fAIFleeHealthMult + flee * fAIFleeFleeMult;
|
|
|
|
static const int iWereWolfLevelToAttack = gmst.find("iWereWolfLevelToAttack")->getInt();
|
|
|
|
if (enemy.getClass().isNpc() && enemy.getClass().getNpcStats(enemy).isWerewolf() && stats.getLevel() < iWereWolfLevelToAttack)
|
|
{
|
|
static const int iWereWolfFleeMod = gmst.find("iWereWolfFleeMod")->getInt();
|
|
rating = iWereWolfFleeMod;
|
|
}
|
|
|
|
if (rating != 0.0f)
|
|
rating += getFightDistanceBias(actor, enemy);
|
|
|
|
return rating;
|
|
}
|
|
|
|
bool makeFleeDecision(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, float antiFleeRating)
|
|
{
|
|
float fleeRating = vanillaRateFlee(actor, enemy);
|
|
if (fleeRating < 100.0f)
|
|
fleeRating = 0.0f;
|
|
|
|
if (fleeRating > antiFleeRating)
|
|
return true;
|
|
|
|
// Run away after summoning a creature if we have nothing to use but fists.
|
|
if (antiFleeRating == 0.0f && !actor.getClass().getCreatureStats(actor).getSummonedCreatureMap().empty())
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
}
|