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185 lines
6.4 KiB
C++
185 lines
6.4 KiB
C++
#include "weaponpriority.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 "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "npcstats.hpp"
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#include "combat.hpp"
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#include "aicombataction.hpp"
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#include "spellpriority.hpp"
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#include "spellcasting.hpp"
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namespace MWMechanics
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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 rangedMult=1.f;
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if (weapon->mData.mType >= ESM::Weapon::MarksmanBow && weapon->mData.mType <= ESM::Weapon::MarksmanThrown)
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{
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// Range weapon is useless under water
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if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.75f))
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return 0.f;
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if (enemy.isEmpty())
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return 0.f;
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if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(enemy), 0.75f))
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return 0.f;
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if (getDistanceMinusHalfExtents(actor, enemy) >= getMaxAttackDistance(enemy))
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rangedMult = 1.5f;
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}
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if (weapon->mData.mType >= ESM::Weapon::MarksmanBow)
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{
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float rangedDamage = weapon->mData.mChop[0] + weapon->mData.mChop[1];
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MWMechanics::adjustWeaponDamage(rangedDamage, item, actor);
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rating = rangedDamage / 2.f;
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if (weapon->mData.mType >= ESM::Weapon::MarksmanThrown)
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MWMechanics::resistNormalWeapon(enemy, actor, item, rating);
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}
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else
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{
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float meleeDamage = 0.f;
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for (int i=0; i<2; ++i)
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{
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meleeDamage += weapon->mData.mSlash[i];
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meleeDamage += weapon->mData.mThrust[i];
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meleeDamage += weapon->mData.mChop[i];
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}
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MWMechanics::adjustWeaponDamage(meleeDamage, item, actor);
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rating = meleeDamage / 6.f;
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MWMechanics::resistNormalWeapon(enemy, actor, item, rating);
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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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}
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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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{
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int castCost = getEffectiveEnchantmentCastCost(static_cast<float>(enchantment->mData.mCost), actor);
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if (item.getCellRef().getEnchantmentCharge() == -1 || item.getCellRef().getEnchantmentCharge() >= castCost)
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rating += rateEffects(enchantment->mEffects, actor, enemy);
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}
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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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{
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int value = actor.getClass().getSkill(actor, skill);
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rating *= MWMechanics::getHitChance(actor, enemy, value) / 100.f;
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}
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return rating * rangedMult;
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}
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float rateAmmo(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy, MWWorld::Ptr &bestAmmo, ESM::Weapon::Type ammoType)
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{
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float bestAmmoRating = 0.f;
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if (!actor.getClass().hasInventoryStore(actor))
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return bestAmmoRating;
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MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
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for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
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{
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float rating = rateWeapon(*it, actor, enemy, ammoType);
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if (rating > bestAmmoRating)
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{
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bestAmmoRating = rating;
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bestAmmo = *it;
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}
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}
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return bestAmmoRating;
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}
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float rateAmmo(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy, ESM::Weapon::Type ammoType)
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{
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MWWorld::Ptr emptyPtr;
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return rateAmmo(actor, enemy, emptyPtr, ammoType);
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}
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float vanillaRateWeaponAndAmmo(const MWWorld::Ptr& weapon, const MWWorld::Ptr& ammo, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
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{
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const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
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static const float fAIMeleeWeaponMult = gmst.find("fAIMeleeWeaponMult")->getFloat();
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static const float fAIMeleeArmorMult = gmst.find("fAIMeleeArmorMult")->getFloat();
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static const float fAIRangeMeleeWeaponMult = gmst.find("fAIRangeMeleeWeaponMult")->getFloat();
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if (weapon.isEmpty())
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return 0.f;
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float skillMult = actor.getClass().getSkill(actor, weapon.getClass().getEquipmentSkill(weapon)) * 0.01f;
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float chopMult = fAIMeleeWeaponMult;
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float bonusDamage = 0.f;
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const ESM::Weapon* esmWeap = weapon.get<ESM::Weapon>()->mBase;
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if (esmWeap->mData.mType >= ESM::Weapon::MarksmanBow)
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{
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if (!ammo.isEmpty() && !MWBase::Environment::get().getWorld()->isSwimming(enemy))
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{
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bonusDamage = ammo.get<ESM::Weapon>()->mBase->mData.mChop[1];
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chopMult = fAIRangeMeleeWeaponMult;
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}
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else
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chopMult = 0.f;
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}
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float chopRating = (esmWeap->mData.mChop[1] + bonusDamage) * skillMult * chopMult;
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float slashRating = esmWeap->mData.mSlash[1] * skillMult * fAIMeleeWeaponMult;
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float thrustRating = esmWeap->mData.mThrust[1] * skillMult * fAIMeleeWeaponMult;
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return actor.getClass().getArmorRating(actor) * fAIMeleeArmorMult
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+ std::max(std::max(chopRating, slashRating), thrustRating);
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}
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}
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