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openmw-tes3mp/apps/openmw/mwmechanics/aicast.cpp

96 lines
2.9 KiB
C++

#include "aicast.hpp"
#include <components/misc/constants.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
#include "aicombataction.hpp"
#include "creaturestats.hpp"
#include "steering.hpp"
namespace MWMechanics
{
namespace
{
float getInitialDistance(const std::string& spellId)
{
ActionSpell action = ActionSpell(spellId);
bool isRanged;
return action.getCombatRange(isRanged);
}
}
}
MWMechanics::AiCast::AiCast(const std::string& targetId, const std::string& spellId, bool manualSpell)
: mTargetId(targetId), mSpellId(spellId), mCasting(false), mManual(manualSpell), mDistance(getInitialDistance(spellId))
{
}
bool MWMechanics::AiCast::execute(const MWWorld::Ptr& actor, MWMechanics::CharacterController& characterController, MWMechanics::AiState& state, float duration)
{
MWWorld::Ptr target;
if (actor.getCellRef().getRefId() == mTargetId)
{
// If the target has the same ID as caster, consider that actor casts spell with Self range.
target = actor;
}
else
{
target = getTarget();
if (!target)
return true;
if (!mManual && !pathTo(actor, target.getRefData().getPosition().asVec3(), duration, mDistance))
{
return false;
}
}
osg::Vec3f targetPos = target.getRefData().getPosition().asVec3();
// If the target of an on-target spell is an actor that is not the caster
// the target position must be adjusted so that it's not casted at the actor's feet.
if (target != actor && target.getClass().isActor())
{
osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getHalfExtents(target);
targetPos.z() += halfExtents.z() * 2 * Constants::TorsoHeight;
}
osg::Vec3f actorPos = actor.getRefData().getPosition().asVec3();
osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getHalfExtents(actor);
actorPos.z() += halfExtents.z() * 2 * Constants::TorsoHeight;
osg::Vec3f dir = targetPos - actorPos;
bool turned = smoothTurn(actor, getZAngleToDir(dir), 2, osg::DegreesToRadians(3.f));
turned &= smoothTurn(actor, getXAngleToDir(dir), 0, osg::DegreesToRadians(3.f));
if (!turned)
return false;
// Check if the actor is already casting another spell
bool isCasting = MWBase::Environment::get().getMechanicsManager()->isCastingSpell(actor);
if (isCasting && !mCasting)
return false;
if (!mCasting)
{
MWBase::Environment::get().getMechanicsManager()->castSpell(actor, mSpellId, mManual);
mCasting = true;
return false;
}
// Finish package, if actor finished spellcasting
return !isCasting;
}
MWWorld::Ptr MWMechanics::AiCast::getTarget() const
{
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mTargetId, false);
return target;
}