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

608 lines
27 KiB
C++

#include "combat.hpp"
#include <components/misc/rng.hpp>
#include <components/settings/settings.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include <components/openmw-mp/TimedLog.hpp>
#include "../mwmp/Main.hpp"
#include "../mwmp/LocalPlayer.hpp"
#include "../mwmp/PlayerList.hpp"
#include "../mwmp/CellController.hpp"
#include "../mwmp/MechanicsHelper.hpp"
/*
End of tes3mp addition
*/
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/esmstore.hpp"
#include "npcstats.hpp"
#include "movement.hpp"
#include "spellcasting.hpp"
#include "spellresistance.hpp"
#include "difficultyscaling.hpp"
#include "actorutil.hpp"
#include "pathfinding.hpp"
namespace
{
float signedAngleRadians (const osg::Vec3f& v1, const osg::Vec3f& v2, const osg::Vec3f& normal)
{
return std::atan2((normal * (v1 ^ v2)), (v1 * v2));
}
}
namespace MWMechanics
{
bool applyOnStrikeEnchantment(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, const MWWorld::Ptr& object, const osg::Vec3f& hitPosition, const bool fromProjectile)
{
std::string enchantmentName = !object.isEmpty() ? object.getClass().getEnchantment(object) : "";
if (!enchantmentName.empty())
{
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(
enchantmentName);
if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes)
{
MWMechanics::CastSpell cast(attacker, victim, fromProjectile);
cast.mHitPosition = hitPosition;
cast.cast(object, false);
return true;
}
}
return false;
}
bool blockMeleeAttack(const MWWorld::Ptr &attacker, const MWWorld::Ptr &blocker, const MWWorld::Ptr &weapon, float damage, float attackStrength)
{
if (!blocker.getClass().hasInventoryStore(blocker))
return false;
MWMechanics::CreatureStats& blockerStats = blocker.getClass().getCreatureStats(blocker);
if (blockerStats.getKnockedDown() // Used for both knockout or knockdown
|| blockerStats.getHitRecovery()
|| blockerStats.isParalyzed())
return false;
if (!MWBase::Environment::get().getMechanicsManager()->isReadyToBlock(blocker))
return false;
MWWorld::InventoryStore& inv = blocker.getClass().getInventoryStore(blocker);
MWWorld::ContainerStoreIterator shield = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft);
if (shield == inv.end() || shield->getTypeName() != typeid(ESM::Armor).name())
return false;
if (!blocker.getRefData().getBaseNode())
return false; // shouldn't happen
float angleDegrees = osg::RadiansToDegrees(
signedAngleRadians (
(attacker.getRefData().getPosition().asVec3() - blocker.getRefData().getPosition().asVec3()),
blocker.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0),
osg::Vec3f(0,0,1)));
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
if (angleDegrees < gmst.find("fCombatBlockLeftAngle")->mValue.getFloat())
return false;
if (angleDegrees > gmst.find("fCombatBlockRightAngle")->mValue.getFloat())
return false;
MWMechanics::CreatureStats& attackerStats = attacker.getClass().getCreatureStats(attacker);
float blockTerm = blocker.getClass().getSkill(blocker, ESM::Skill::Block) + 0.2f * blockerStats.getAttribute(ESM::Attribute::Agility).getModified()
+ 0.1f * blockerStats.getAttribute(ESM::Attribute::Luck).getModified();
float enemySwing = attackStrength;
float swingTerm = enemySwing * gmst.find("fSwingBlockMult")->mValue.getFloat() + gmst.find("fSwingBlockBase")->mValue.getFloat();
float blockerTerm = blockTerm * swingTerm;
if (blocker.getClass().getMovementSettings(blocker).mPosition[1] <= 0)
blockerTerm *= gmst.find("fBlockStillBonus")->mValue.getFloat();
blockerTerm *= blockerStats.getFatigueTerm();
float attackerSkill = 0;
if (weapon.isEmpty())
attackerSkill = attacker.getClass().getSkill(attacker, ESM::Skill::HandToHand);
else
attackerSkill = attacker.getClass().getSkill(attacker, weapon.getClass().getEquipmentSkill(weapon));
float attackerTerm = attackerSkill + 0.2f * attackerStats.getAttribute(ESM::Attribute::Agility).getModified()
+ 0.1f * attackerStats.getAttribute(ESM::Attribute::Luck).getModified();
attackerTerm *= attackerStats.getFatigueTerm();
int x = int(blockerTerm - attackerTerm);
int iBlockMaxChance = gmst.find("iBlockMaxChance")->mValue.getInteger();
int iBlockMinChance = gmst.find("iBlockMinChance")->mValue.getInteger();
x = std::min(iBlockMaxChance, std::max(iBlockMinChance, x));
/*
Start of tes3mp change (major)
Only calculate block chance for LocalPlayers and LocalActors; otherwise,
get the block state from the relevant DedicatedPlayer or DedicatedActor
*/
mwmp::Attack *localAttack = MechanicsHelper::getLocalAttack(attacker);
if (localAttack)
{
localAttack->block = false;
}
mwmp::Attack *dedicatedAttack = MechanicsHelper::getDedicatedAttack(blocker);
if ((dedicatedAttack && dedicatedAttack->block == true) ||
Misc::Rng::roll0to99() < x)
{
if (localAttack)
{
localAttack->block = true;
}
/*
End of tes3mp change (major)
*/
// Reduce shield durability by incoming damage
int shieldhealth = shield->getClass().getItemHealth(*shield);
shieldhealth -= std::min(shieldhealth, int(damage));
shield->getCellRef().setCharge(shieldhealth);
if (shieldhealth == 0)
inv.unequipItem(*shield, blocker);
// Reduce blocker fatigue
const float fFatigueBlockBase = gmst.find("fFatigueBlockBase")->mValue.getFloat();
const float fFatigueBlockMult = gmst.find("fFatigueBlockMult")->mValue.getFloat();
const float fWeaponFatigueBlockMult = gmst.find("fWeaponFatigueBlockMult")->mValue.getFloat();
MWMechanics::DynamicStat<float> fatigue = blockerStats.getFatigue();
float normalizedEncumbrance = blocker.getClass().getNormalizedEncumbrance(blocker);
normalizedEncumbrance = std::min(1.f, normalizedEncumbrance);
float fatigueLoss = fFatigueBlockBase + normalizedEncumbrance * fFatigueBlockMult;
if (!weapon.isEmpty())
fatigueLoss += weapon.getClass().getWeight(weapon) * attackStrength * fWeaponFatigueBlockMult;
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
blockerStats.setFatigue(fatigue);
blockerStats.setBlock(true);
if (blocker == getPlayer())
blocker.getClass().skillUsageSucceeded(blocker, ESM::Skill::Block, 0);
return true;
}
return false;
}
bool isNormalWeapon(const MWWorld::Ptr &weapon)
{
if (weapon.isEmpty())
return false;
const int flags = weapon.get<ESM::Weapon>()->mBase->mData.mFlags;
bool isSilver = flags & ESM::Weapon::Silver;
bool isMagical = flags & ESM::Weapon::Magical;
bool isEnchanted = !weapon.getClass().getEnchantment(weapon).empty();
return !isSilver && !isMagical && (!isEnchanted || !Settings::Manager::getBool("enchanted weapons are magical", "Game"));
}
void resistNormalWeapon(const MWWorld::Ptr &actor, const MWWorld::Ptr& attacker, const MWWorld::Ptr &weapon, float &damage)
{
if (damage == 0 || weapon.isEmpty() || !isNormalWeapon(weapon))
return;
const MWMechanics::MagicEffects& effects = actor.getClass().getCreatureStats(actor).getMagicEffects();
const float resistance = effects.get(ESM::MagicEffect::ResistNormalWeapons).getMagnitude() / 100.f;
const float weakness = effects.get(ESM::MagicEffect::WeaknessToNormalWeapons).getMagnitude() / 100.f;
damage *= 1.f - std::min(1.f, resistance-weakness);
if (damage == 0 && attacker == getPlayer())
MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicTargetResistsWeapons}");
}
void applyWerewolfDamageMult(const MWWorld::Ptr &actor, const MWWorld::Ptr &weapon, float &damage)
{
if (damage == 0 || weapon.isEmpty() || !actor.getClass().isNpc())
return;
const int flags = weapon.get<ESM::Weapon>()->mBase->mData.mFlags;
bool isSilver = flags & ESM::Weapon::Silver;
if (isSilver && actor.getClass().getNpcStats(actor).isWerewolf())
{
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
damage *= store.get<ESM::GameSetting>().find("fWereWolfSilverWeaponDamageMult")->mValue.getFloat();
}
}
void projectileHit(const MWWorld::Ptr& attacker, const MWWorld::Ptr& victim, MWWorld::Ptr weapon, const MWWorld::Ptr& projectile,
const osg::Vec3f& hitPosition, float attackStrength)
{
/*
Start of tes3mp addition
Ignore projectiles fired by DedicatedPlayers and DedicatedActors
If fired by LocalPlayers and LocalActors, get the associated LocalAttack and set its type
to RANGED while also marking it as a hit
*/
if (mwmp::PlayerList::isDedicatedPlayer(attacker) || mwmp::Main::get().getCellController()->isDedicatedActor(attacker))
return;
mwmp::Attack *localAttack = MechanicsHelper::getLocalAttack(attacker);
if (localAttack)
{
localAttack->type = mwmp::Attack::RANGED;
localAttack->isHit = true;
}
/*
End of tes3mp addition
*/
MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
bool validVictim = !victim.isEmpty() && victim.getClass().isActor();
float damage = 0.f;
if (validVictim)
{
if (attacker == getPlayer())
MWBase::Environment::get().getWindowManager()->setEnemy(victim);
int weaponSkill = ESM::Skill::Marksman;
if (!weapon.isEmpty())
weaponSkill = weapon.getClass().getEquipmentSkill(weapon);
int skillValue = attacker.getClass().getSkill(attacker, weapon.getClass().getEquipmentSkill(weapon));
/*
Start of tes3mp addition
Mark this as a successful attack for the associated LocalAttack unless proven otherwise
*/
if (localAttack)
localAttack->success = true;
/*
End of tes3mp addition
*/
if (Misc::Rng::roll0to99() >= getHitChance(attacker, victim, skillValue))
{
/*
Start of tes3mp addition
Mark this as a failed LocalAttack now that the hit roll has failed
*/
if (localAttack)
localAttack->success = false;
/*
End of tes3mp addition
*/
victim.getClass().onHit(victim, damage, false, projectile, attacker, osg::Vec3f(), false);
MWMechanics::reduceWeaponCondition(damage, false, weapon, attacker);
return;
}
const unsigned char* attack = weapon.get<ESM::Weapon>()->mBase->mData.mChop;
damage = attack[0] + ((attack[1] - attack[0]) * attackStrength); // Bow/crossbow damage
// Arrow/bolt damage
// NB in case of thrown weapons, we are applying the damage twice since projectile == weapon
attack = projectile.get<ESM::Weapon>()->mBase->mData.mChop;
damage += attack[0] + ((attack[1] - attack[0]) * attackStrength);
adjustWeaponDamage(damage, weapon, attacker);
if (weapon == projectile || Settings::Manager::getBool("only appropriate ammunition bypasses resistance", "Game") || isNormalWeapon(weapon))
resistNormalWeapon(victim, attacker, projectile, damage);
applyWerewolfDamageMult(victim, projectile, damage);
if (attacker == getPlayer())
attacker.getClass().skillUsageSucceeded(attacker, weaponSkill, 0);
const MWMechanics::AiSequence& sequence = victim.getClass().getCreatureStats(victim).getAiSequence();
bool unaware = attacker == getPlayer() && !sequence.isInCombat()
&& !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(attacker, victim);
bool knockedDown = victim.getClass().getCreatureStats(victim).getKnockedDown();
if (knockedDown || unaware)
{
damage *= gmst.find("fCombatKODamageMult")->mValue.getFloat();
if (!knockedDown)
MWBase::Environment::get().getSoundManager()->playSound3D(victim, "critical damage", 1.0f, 1.0f);
}
}
reduceWeaponCondition(damage, validVictim, weapon, attacker);
// Apply "On hit" effect of the projectile
bool appliedEnchantment = applyOnStrikeEnchantment(attacker, victim, projectile, hitPosition, true);
/*
Start of tes3mp change (minor)
Track whether the strike enchantment is successful for attacks by the
LocalPlayer or LocalActors for their projectile
*/
if (localAttack)
localAttack->applyAmmoEnchantment = appliedEnchantment;
/*
End of tes3mp change (minor)
*/
if (validVictim)
{
// Non-enchanted arrows shot at enemies have a chance to turn up in their inventory
if (victim != getPlayer() && !appliedEnchantment)
{
float fProjectileThrownStoreChance = gmst.find("fProjectileThrownStoreChance")->mValue.getFloat();
if (Misc::Rng::rollProbability() < fProjectileThrownStoreChance / 100.f)
victim.getClass().getContainerStore(victim).add(projectile, 1, victim);
}
victim.getClass().onHit(victim, damage, true, projectile, attacker, hitPosition, true);
}
/*
Start of tes3mp addition
If this is a local attack that had no victim, send a packet for it here
*/
else if (localAttack)
{
localAttack->hitPosition = MechanicsHelper::getPositionFromVector(hitPosition);
localAttack->shouldSend = true;
}
/*
End of tes3mp addition
*/
}
float getHitChance(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, int skillValue)
{
MWMechanics::CreatureStats &stats = attacker.getClass().getCreatureStats(attacker);
const MWMechanics::MagicEffects &mageffects = stats.getMagicEffects();
MWBase::World *world = MWBase::Environment::get().getWorld();
const MWWorld::Store<ESM::GameSetting> &gmst = world->getStore().get<ESM::GameSetting>();
float defenseTerm = 0;
MWMechanics::CreatureStats& victimStats = victim.getClass().getCreatureStats(victim);
if (victimStats.getFatigue().getCurrent() >= 0)
{
// Maybe we should keep an aware state for actors updated every so often instead of testing every time
bool unaware = (!victimStats.getAiSequence().isInCombat())
&& (attacker == getPlayer())
&& (!MWBase::Environment::get().getMechanicsManager()->awarenessCheck(attacker, victim));
if (!(victimStats.getKnockedDown() ||
victimStats.isParalyzed()
|| unaware ))
{
defenseTerm = victimStats.getEvasion();
}
defenseTerm += std::min(100.f,
gmst.find("fCombatInvisoMult")->mValue.getFloat() *
victimStats.getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude());
defenseTerm += std::min(100.f,
gmst.find("fCombatInvisoMult")->mValue.getFloat() *
victimStats.getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude());
}
float attackTerm = skillValue +
(stats.getAttribute(ESM::Attribute::Agility).getModified() / 5.0f) +
(stats.getAttribute(ESM::Attribute::Luck).getModified() / 10.0f);
attackTerm *= stats.getFatigueTerm();
attackTerm += mageffects.get(ESM::MagicEffect::FortifyAttack).getMagnitude() -
mageffects.get(ESM::MagicEffect::Blind).getMagnitude();
return round(attackTerm - defenseTerm);
}
void applyElementalShields(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim)
{
// Don't let elemental shields harm the player in god mode.
bool godmode = attacker == getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
if (godmode)
return;
for (int i=0; i<3; ++i)
{
float magnitude = victim.getClass().getCreatureStats(victim).getMagicEffects().get(ESM::MagicEffect::FireShield+i).getMagnitude();
if (!magnitude)
continue;
CreatureStats& attackerStats = attacker.getClass().getCreatureStats(attacker);
float saveTerm = attacker.getClass().getSkill(attacker, ESM::Skill::Destruction)
+ 0.2f * attackerStats.getAttribute(ESM::Attribute::Willpower).getModified()
+ 0.1f * attackerStats.getAttribute(ESM::Attribute::Luck).getModified();
float fatigueMax = attackerStats.getFatigue().getModified();
float fatigueCurrent = attackerStats.getFatigue().getCurrent();
float normalisedFatigue = floor(fatigueMax)==0 ? 1 : std::max (0.0f, (fatigueCurrent/fatigueMax));
saveTerm *= 1.25f * normalisedFatigue;
float x = std::max(0.f, saveTerm - Misc::Rng::roll0to99());
int element = ESM::MagicEffect::FireDamage;
if (i == 1)
element = ESM::MagicEffect::ShockDamage;
if (i == 2)
element = ESM::MagicEffect::FrostDamage;
float elementResistance = MWMechanics::getEffectResistanceAttribute(element, &attackerStats.getMagicEffects());
x = std::min(100.f, x + elementResistance);
static const float fElementalShieldMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fElementalShieldMult")->mValue.getFloat();
x = fElementalShieldMult * magnitude * (1.f - 0.01f * x);
// Note swapped victim and attacker, since the attacker takes the damage here.
x = scaleDamage(x, victim, attacker);
MWMechanics::DynamicStat<float> health = attackerStats.getHealth();
health.setCurrent(health.getCurrent() - x);
attackerStats.setHealth(health);
MWBase::Environment::get().getSoundManager()->playSound3D(attacker, "Health Damage", 1.0f, 1.0f);
}
}
void reduceWeaponCondition(float damage, bool hit, MWWorld::Ptr &weapon, const MWWorld::Ptr &attacker)
{
if (weapon.isEmpty())
return;
if (!hit)
damage = 0.f;
const bool weaphashealth = weapon.getClass().hasItemHealth(weapon);
if(weaphashealth)
{
int weaphealth = weapon.getClass().getItemHealth(weapon);
bool godmode = attacker == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
// weapon condition does not degrade when godmode is on
if (!godmode)
{
const float fWeaponDamageMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fWeaponDamageMult")->mValue.getFloat();
float x = std::max(1.f, fWeaponDamageMult * damage);
weaphealth -= std::min(int(x), weaphealth);
weapon.getCellRef().setCharge(weaphealth);
}
// Weapon broken? unequip it
if (weaphealth == 0)
weapon = *attacker.getClass().getInventoryStore(attacker).unequipItem(weapon, attacker);
}
}
void adjustWeaponDamage(float &damage, const MWWorld::Ptr &weapon, const MWWorld::Ptr& attacker)
{
if (weapon.isEmpty())
return;
const bool weaphashealth = weapon.getClass().hasItemHealth(weapon);
if (weaphashealth)
{
damage *= weapon.getClass().getItemNormalizedHealth(weapon);
}
static const float fDamageStrengthBase = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.find("fDamageStrengthBase")->mValue.getFloat();
static const float fDamageStrengthMult = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>()
.find("fDamageStrengthMult")->mValue.getFloat();
damage *= fDamageStrengthBase +
(attacker.getClass().getCreatureStats(attacker).getAttribute(ESM::Attribute::Strength).getModified() * fDamageStrengthMult * 0.1f);
}
void getHandToHandDamage(const MWWorld::Ptr &attacker, const MWWorld::Ptr &victim, float &damage, bool &healthdmg, float attackStrength)
{
const MWWorld::ESMStore& store = MWBase::Environment::get().getWorld()->getStore();
float minstrike = store.get<ESM::GameSetting>().find("fMinHandToHandMult")->mValue.getFloat();
float maxstrike = store.get<ESM::GameSetting>().find("fMaxHandToHandMult")->mValue.getFloat();
damage = static_cast<float>(attacker.getClass().getSkill(attacker, ESM::Skill::HandToHand));
damage *= minstrike + ((maxstrike-minstrike)*attackStrength);
MWMechanics::CreatureStats& otherstats = victim.getClass().getCreatureStats(victim);
healthdmg = otherstats.isParalyzed()
|| otherstats.getKnockedDown();
bool isWerewolf = (attacker.getClass().isNpc() && attacker.getClass().getNpcStats(attacker).isWerewolf());
// Options in the launcher's combo box: unarmedFactorsStrengthComboBox
// 0 = Do not factor strength into hand-to-hand combat.
// 1 = Factor into werewolf hand-to-hand combat.
// 2 = Ignore werewolves.
int factorStrength = Settings::Manager::getInt("strength influences hand to hand", "Game");
if (factorStrength == 1 || (factorStrength == 2 && !isWerewolf)) {
damage *= attacker.getClass().getCreatureStats(attacker).getAttribute(ESM::Attribute::Strength).getModified() / 40.0f;
}
if(isWerewolf)
{
healthdmg = true;
// GLOB instead of GMST because it gets updated during a quest
damage *= MWBase::Environment::get().getWorld()->getGlobalFloat("werewolfclawmult");
}
if(healthdmg)
damage *= store.get<ESM::GameSetting>().find("fHandtoHandHealthPer")->mValue.getFloat();
MWBase::SoundManager *sndMgr = MWBase::Environment::get().getSoundManager();
if(isWerewolf)
{
const ESM::Sound *sound = store.get<ESM::Sound>().searchRandom("WolfHit");
if(sound)
sndMgr->playSound3D(victim, sound->mId, 1.0f, 1.0f);
}
else if (!healthdmg)
sndMgr->playSound3D(victim, "Hand To Hand Hit", 1.0f, 1.0f);
}
void applyFatigueLoss(const MWWorld::Ptr &attacker, const MWWorld::Ptr &weapon, float attackStrength)
{
// somewhat of a guess, but using the weapon weight makes sense
const MWWorld::Store<ESM::GameSetting>& store = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
const float fFatigueAttackBase = store.find("fFatigueAttackBase")->mValue.getFloat();
const float fFatigueAttackMult = store.find("fFatigueAttackMult")->mValue.getFloat();
const float fWeaponFatigueMult = store.find("fWeaponFatigueMult")->mValue.getFloat();
CreatureStats& stats = attacker.getClass().getCreatureStats(attacker);
MWMechanics::DynamicStat<float> fatigue = stats.getFatigue();
const float normalizedEncumbrance = attacker.getClass().getNormalizedEncumbrance(attacker);
bool godmode = attacker == MWMechanics::getPlayer() && MWBase::Environment::get().getWorld()->getGodModeState();
if (!godmode)
{
float fatigueLoss = fFatigueAttackBase + normalizedEncumbrance * fFatigueAttackMult;
if (!weapon.isEmpty())
fatigueLoss += weapon.getClass().getWeight(weapon) * attackStrength * fWeaponFatigueMult;
fatigue.setCurrent(fatigue.getCurrent() - fatigueLoss);
stats.setFatigue(fatigue);
}
}
float getFightDistanceBias(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2)
{
osg::Vec3f pos1 (actor1.getRefData().getPosition().asVec3());
osg::Vec3f pos2 (actor2.getRefData().getPosition().asVec3());
float d = getAggroDistance(actor1, pos1, pos2);
static const int iFightDistanceBase = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"iFightDistanceBase")->mValue.getInteger();
static const float fFightDistanceMultiplier = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find(
"fFightDistanceMultiplier")->mValue.getFloat();
return (iFightDistanceBase - fFightDistanceMultiplier * d);
}
bool isTargetMagicallyHidden(const MWWorld::Ptr& target)
{
const MagicEffects& magicEffects = target.getClass().getCreatureStats(target).getMagicEffects();
return (magicEffects.get(ESM::MagicEffect::Invisibility).getMagnitude() > 0)
|| (magicEffects.get(ESM::MagicEffect::Chameleon).getMagnitude() > 75);
}
float getAggroDistance(const MWWorld::Ptr& actor, const osg::Vec3f& lhs, const osg::Vec3f& rhs)
{
if (canActorMoveByZAxis(actor))
return distanceIgnoreZ(lhs, rhs);
return distance(lhs, rhs);
}
}