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