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

662 lines
25 KiB
C++

#include "spellpriority.hpp"
#include "weaponpriority.hpp"
#include <components/esm/loadench.hpp>
#include <components/esm/loadmgef.hpp>
#include <components/esm/loadspel.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/cellstore.hpp"
#include "creaturestats.hpp"
#include "spellresistance.hpp"
#include "weapontype.hpp"
#include "summoning.hpp"
#include "spellutil.hpp"
namespace
{
int numEffectsToDispel (const MWWorld::Ptr& actor, int effectFilter=-1, bool negative = true)
{
int toCure=0;
const MWMechanics::ActiveSpells& activeSpells = actor.getClass().getCreatureStats(actor).getActiveSpells();
for (MWMechanics::ActiveSpells::TIterator it = activeSpells.begin(); it != activeSpells.end(); ++it)
{
// if the effect filter is not specified, take in account only spells effects. Leave potions, enchanted items etc.
if (effectFilter == -1)
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().search(it->first);
if (!spell || spell->mData.mType != ESM::Spell::ST_Spell)
continue;
}
const MWMechanics::ActiveSpells::ActiveSpellParams& params = it->second;
for (std::vector<MWMechanics::ActiveSpells::ActiveEffect>::const_iterator effectIt = params.mEffects.begin();
effectIt != params.mEffects.end(); ++effectIt)
{
int effectId = effectIt->mEffectId;
if (effectFilter != -1 && effectId != effectFilter)
continue;
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectId);
if (effectIt->mDuration <= 3) // Don't attempt to dispel if effect runs out shortly anyway
continue;
if (negative && magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
++toCure;
if (!negative && !(magicEffect->mData.mFlags & ESM::MagicEffect::Harmful))
++toCure;
}
}
return toCure;
}
float getSpellDuration (const MWWorld::Ptr& actor, const std::string& spellId)
{
float duration = 0;
const MWMechanics::ActiveSpells& activeSpells = actor.getClass().getCreatureStats(actor).getActiveSpells();
for (MWMechanics::ActiveSpells::TIterator it = activeSpells.begin(); it != activeSpells.end(); ++it)
{
if (it->first != spellId)
continue;
const MWMechanics::ActiveSpells::ActiveSpellParams& params = it->second;
for (std::vector<MWMechanics::ActiveSpells::ActiveEffect>::const_iterator effectIt = params.mEffects.begin();
effectIt != params.mEffects.end(); ++effectIt)
{
if (effectIt->mDuration > duration)
duration = effectIt->mDuration;
}
}
return duration;
}
}
namespace MWMechanics
{
int getRangeTypes (const ESM::EffectList& effects)
{
int types = 0;
for (std::vector<ESM::ENAMstruct>::const_iterator it = effects.mList.begin(); it != effects.mList.end(); ++it)
{
if (it->mRange == ESM::RT_Self)
types |= RangeTypes::Self;
else if (it->mRange == ESM::RT_Touch)
types |= RangeTypes::Touch;
else if (it->mRange == ESM::RT_Target)
types |= RangeTypes::Target;
}
return types;
}
float ratePotion (const MWWorld::Ptr &item, const MWWorld::Ptr& actor)
{
if (item.getTypeName() != typeid(ESM::Potion).name())
return 0.f;
const ESM::Potion* potion = item.get<ESM::Potion>()->mBase;
return rateEffects(potion->mEffects, actor, MWWorld::Ptr());
}
float rateSpell(const ESM::Spell *spell, const MWWorld::Ptr &actor, const MWWorld::Ptr& enemy)
{
const CreatureStats& stats = actor.getClass().getCreatureStats(actor);
float successChance = MWMechanics::getSpellSuccessChance(spell, actor);
if (successChance == 0.f)
return 0.f;
if (spell->mData.mType != ESM::Spell::ST_Spell)
return 0.f;
// Don't make use of racial bonus spells, like MW. Can be made optional later
if (actor.getClass().isNpc())
{
std::string raceid = actor.get<ESM::NPC>()->mBase->mRace;
const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(raceid);
if (race->mPowers.exists(spell->mId))
return 0.f;
}
// Spells don't stack, so early out if the spell is still active on the target
int types = getRangeTypes(spell->mEffects);
if ((types & Self) && stats.getActiveSpells().isSpellActive(spell->mId))
return 0.f;
if ( ((types & Touch) || (types & Target)) && enemy.getClass().getCreatureStats(enemy).getActiveSpells().isSpellActive(spell->mId))
return 0.f;
return rateEffects(spell->mEffects, actor, enemy) * (successChance / 100.f);
}
float rateMagicItem(const MWWorld::Ptr &ptr, const MWWorld::Ptr &actor, const MWWorld::Ptr& enemy)
{
if (ptr.getClass().getEnchantment(ptr).empty())
return 0.f;
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(ptr.getClass().getEnchantment(ptr));
// Spells don't stack, so early out if the spell is still active on the target
int types = getRangeTypes(enchantment->mEffects);
if ((types & Self) && actor.getClass().getCreatureStats(actor).getActiveSpells().isSpellActive(ptr.getCellRef().getRefId()))
return 0.f;
if (types & (Touch|Target) && getSpellDuration(enemy, ptr.getCellRef().getRefId()) > 3)
return 0.f;
if (enchantment->mData.mType == ESM::Enchantment::CastOnce)
{
return rateEffects(enchantment->mEffects, actor, enemy);
}
else if (enchantment->mData.mType == ESM::Enchantment::WhenUsed)
{
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
// Creatures can not wear armor/clothing, so allow creatures to use non-equipped items,
if (actor.getClass().isNpc() && !store.isEquipped(ptr))
return 0.f;
int castCost = getEffectiveEnchantmentCastCost(static_cast<float>(enchantment->mData.mCost), actor);
if (ptr.getCellRef().getEnchantmentCharge() != -1
&& ptr.getCellRef().getEnchantmentCharge() < castCost)
return 0.f;
float rating = rateEffects(enchantment->mEffects, actor, enemy);
rating *= 1.25f; // prefer rechargable magic items over spells
return rating;
}
return 0.f;
}
float rateEffect(const ESM::ENAMstruct &effect, const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy)
{
// NOTE: enemy may be empty
float rating = 1;
switch (effect.mEffectID)
{
case ESM::MagicEffect::Soultrap:
case ESM::MagicEffect::AlmsiviIntervention:
case ESM::MagicEffect::DivineIntervention:
case ESM::MagicEffect::CalmHumanoid:
case ESM::MagicEffect::CalmCreature:
case ESM::MagicEffect::FrenzyHumanoid:
case ESM::MagicEffect::FrenzyCreature:
case ESM::MagicEffect::DemoralizeHumanoid:
case ESM::MagicEffect::DemoralizeCreature:
case ESM::MagicEffect::RallyHumanoid:
case ESM::MagicEffect::RallyCreature:
case ESM::MagicEffect::Charm:
case ESM::MagicEffect::DetectAnimal:
case ESM::MagicEffect::DetectEnchantment:
case ESM::MagicEffect::DetectKey:
case ESM::MagicEffect::Telekinesis:
case ESM::MagicEffect::Mark:
case ESM::MagicEffect::Recall:
case ESM::MagicEffect::Jump:
case ESM::MagicEffect::WaterBreathing:
case ESM::MagicEffect::SwiftSwim:
case ESM::MagicEffect::WaterWalking:
case ESM::MagicEffect::SlowFall:
case ESM::MagicEffect::Light:
case ESM::MagicEffect::Lock:
case ESM::MagicEffect::Open:
case ESM::MagicEffect::TurnUndead:
case ESM::MagicEffect::WeaknessToCommonDisease:
case ESM::MagicEffect::WeaknessToBlightDisease:
case ESM::MagicEffect::WeaknessToCorprusDisease:
case ESM::MagicEffect::CureCommonDisease:
case ESM::MagicEffect::CureBlightDisease:
case ESM::MagicEffect::CureCorprusDisease:
case ESM::MagicEffect::ResistBlightDisease:
case ESM::MagicEffect::ResistCommonDisease:
case ESM::MagicEffect::ResistCorprusDisease:
case ESM::MagicEffect::Invisibility:
case ESM::MagicEffect::Chameleon:
case ESM::MagicEffect::NightEye:
case ESM::MagicEffect::Vampirism:
case ESM::MagicEffect::StuntedMagicka:
case ESM::MagicEffect::ExtraSpell:
case ESM::MagicEffect::RemoveCurse:
case ESM::MagicEffect::CommandCreature:
case ESM::MagicEffect::CommandHumanoid:
return 0.f;
case ESM::MagicEffect::Blind:
{
if (enemy.isEmpty())
return 0.f;
const CreatureStats& stats = enemy.getClass().getCreatureStats(enemy);
// Enemy can't attack
if (stats.isParalyzed() || stats.getKnockedDown())
return 0.f;
// Enemy doesn't attack
if (stats.getDrawState() != MWMechanics::DrawState_Weapon)
return 0.f;
break;
}
case ESM::MagicEffect::Sound:
{
if (enemy.isEmpty())
return 0.f;
const CreatureStats& stats = enemy.getClass().getCreatureStats(enemy);
// Enemy can't cast spells
if (stats.getMagicEffects().get(ESM::MagicEffect::Silence).getMagnitude() > 0)
return 0.f;
if (stats.isParalyzed() || stats.getKnockedDown())
return 0.f;
// Enemy doesn't cast spells
if (stats.getDrawState() != MWMechanics::DrawState_Spell)
return 0.f;
break;
}
case ESM::MagicEffect::Silence:
{
if (enemy.isEmpty())
return 0.f;
const CreatureStats& stats = enemy.getClass().getCreatureStats(enemy);
// Enemy can't cast spells
if (stats.isParalyzed() || stats.getKnockedDown())
return 0.f;
// Enemy doesn't cast spells
if (stats.getDrawState() != MWMechanics::DrawState_Spell)
return 0.f;
break;
}
case ESM::MagicEffect::RestoreAttribute:
return 0.f; // TODO: implement based on attribute damage
case ESM::MagicEffect::RestoreSkill:
return 0.f; // TODO: implement based on skill damage
case ESM::MagicEffect::ResistFire:
case ESM::MagicEffect::ResistFrost:
case ESM::MagicEffect::ResistMagicka:
case ESM::MagicEffect::ResistNormalWeapons:
case ESM::MagicEffect::ResistParalysis:
case ESM::MagicEffect::ResistPoison:
case ESM::MagicEffect::ResistShock:
case ESM::MagicEffect::SpellAbsorption:
case ESM::MagicEffect::Reflect:
return 0.f; // probably useless since we don't know in advance what the enemy will cast
// 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
case ESM::MagicEffect::FortifyAttribute:
case ESM::MagicEffect::FortifyHealth:
case ESM::MagicEffect::FortifyMagicka:
case ESM::MagicEffect::FortifyFatigue:
case ESM::MagicEffect::FortifySkill:
case ESM::MagicEffect::FortifyMaximumMagicka:
case ESM::MagicEffect::FortifyAttack:
return 0.f;
case ESM::MagicEffect::Burden:
{
if (enemy.isEmpty())
return 0.f;
// Ignore enemy without inventory
if (!enemy.getClass().hasInventoryStore(enemy))
return 0.f;
// burden makes sense only to overburden an enemy
float burden = enemy.getClass().getEncumbrance(enemy) - enemy.getClass().getCapacity(enemy);
if (burden > 0)
return 0.f;
if ((effect.mMagnMin + effect.mMagnMax)/2.f > -burden)
rating *= 3;
else
return 0.f;
break;
}
case ESM::MagicEffect::Feather:
{
// Ignore actors without inventory
if (!actor.getClass().hasInventoryStore(actor))
return 0.f;
// feather makes sense only for overburden actors
float burden = actor.getClass().getEncumbrance(actor) - actor.getClass().getCapacity(actor);
if (burden <= 0)
return 0.f;
if ((effect.mMagnMin + effect.mMagnMax)/2.f >= burden)
rating *= 3;
else
return 0.f;
break;
}
case ESM::MagicEffect::Levitate:
return 0.f; // AI isn't designed to take advantage of this, and could be perceived as unfair anyway
case ESM::MagicEffect::BoundBoots:
case ESM::MagicEffect::BoundHelm:
if (actor.getClass().isNpc())
{
// Beast races can't wear helmets or boots
std::string raceid = actor.get<ESM::NPC>()->mBase->mRace;
const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(raceid);
if (race->mData.mFlags & ESM::Race::Beast)
return 0.f;
}
else
return 0.f;
break;
// Creatures can not wear armor
case ESM::MagicEffect::BoundCuirass:
case ESM::MagicEffect::BoundGloves:
if (!actor.getClass().isNpc())
return 0.f;
break;
case ESM::MagicEffect::BoundLongbow:
// AI should not summon the bow if there is no suitable ammo.
if (rateAmmo(actor, enemy, getWeaponType(ESM::Weapon::MarksmanBow)->mAmmoType) <= 0.f)
return 0.f;
break;
case ESM::MagicEffect::RestoreHealth:
case ESM::MagicEffect::RestoreMagicka:
case ESM::MagicEffect::RestoreFatigue:
if (effect.mRange == ESM::RT_Self)
{
int priority = 1;
if (effect.mEffectID == ESM::MagicEffect::RestoreHealth)
priority = 10;
const MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
const DynamicStat<float>& current = stats.getDynamic(effect.mEffectID - ESM::MagicEffect::RestoreHealth);
// NB: this currently assumes the hardcoded magic effect flags are used
const float magnitude = (effect.mMagnMin + effect.mMagnMax)/2.f;
const float toHeal = magnitude * std::max(1, effect.mDuration);
// Effect doesn't heal more than we need, *or* we are below 1/2 health
if (current.getModified() - current.getCurrent() > toHeal
|| current.getCurrent() < current.getModified()*0.5)
{
return 10000.f * priority
- (toHeal - (current.getModified()-current.getCurrent())); // prefer the most fitting potion
}
else
return -10000.f * priority; // Save for later
}
break;
case ESM::MagicEffect::Dispel:
{
int numPositive = 0;
int numNegative = 0;
int diff = 0;
if (effect.mRange == ESM::RT_Self)
{
numPositive = numEffectsToDispel(actor, -1, false);
numNegative = numEffectsToDispel(actor);
diff = numNegative - numPositive;
}
else
{
if (enemy.isEmpty())
return 0.f;
numPositive = numEffectsToDispel(enemy, -1, false);
numNegative = numEffectsToDispel(enemy);
diff = numPositive - numNegative;
// if rating < 0 here, the spell will be considered as negative later
rating *= -1;
}
if (diff <= 0)
return 0.f;
rating *= (diff) / 5.f;
break;
}
// Prefer Cure effects over Dispel, because Dispel also removes positive effects
case ESM::MagicEffect::CureParalyzation:
return 1001.f * numEffectsToDispel(actor, ESM::MagicEffect::Paralyze);
case ESM::MagicEffect::CurePoison:
return 1001.f * numEffectsToDispel(actor, ESM::MagicEffect::Poison);
case ESM::MagicEffect::DisintegrateArmor:
{
if (enemy.isEmpty())
return 0.f;
// Ignore enemy without inventory
if (!enemy.getClass().hasInventoryStore(enemy))
return 0.f;
MWWorld::InventoryStore& inv = enemy.getClass().getInventoryStore(enemy);
// According to UESP
static const int armorSlots[] = {
MWWorld::InventoryStore::Slot_CarriedLeft,
MWWorld::InventoryStore::Slot_Cuirass,
MWWorld::InventoryStore::Slot_LeftPauldron,
MWWorld::InventoryStore::Slot_RightPauldron,
MWWorld::InventoryStore::Slot_LeftGauntlet,
MWWorld::InventoryStore::Slot_RightGauntlet,
MWWorld::InventoryStore::Slot_Helmet,
MWWorld::InventoryStore::Slot_Greaves,
MWWorld::InventoryStore::Slot_Boots
};
bool enemyHasArmor = false;
// Ignore enemy without armor
for (unsigned int i=0; i<sizeof(armorSlots)/sizeof(int); ++i)
{
MWWorld::ContainerStoreIterator item = inv.getSlot(armorSlots[i]);
if (item != inv.end() && (item.getType() == MWWorld::ContainerStore::Type_Armor))
{
enemyHasArmor = true;
break;
}
}
if (!enemyHasArmor)
return 0.f;
break;
}
case ESM::MagicEffect::DisintegrateWeapon:
{
if (enemy.isEmpty())
return 0.f;
// Ignore enemy without inventory
if (!enemy.getClass().hasInventoryStore(enemy))
return 0.f;
MWWorld::InventoryStore& inv = enemy.getClass().getInventoryStore(enemy);
MWWorld::ContainerStoreIterator item = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
// Ignore enemy without weapons
if (item == inv.end() || (item.getType() != MWWorld::ContainerStore::Type_Weapon))
return 0.f;
break;
}
case ESM::MagicEffect::DamageAttribute:
case ESM::MagicEffect::DrainAttribute:
if (!enemy.isEmpty() && enemy.getClass().getCreatureStats(enemy).getAttribute(effect.mAttribute).getModified() <= 0)
return 0.f;
{
if (effect.mAttribute >= 0 && effect.mAttribute < ESM::Attribute::Length)
{
const float attributePriorities[ESM::Attribute::Length] = {
1.0f, // Strength
0.5f, // Intelligence
0.6f, // Willpower
0.7f, // Agility
0.5f, // Speed
0.8f, // Endurance
0.7f, // Personality
0.3f // Luck
};
rating *= attributePriorities[effect.mAttribute];
}
}
break;
case ESM::MagicEffect::DamageSkill:
case ESM::MagicEffect::DrainSkill:
if (enemy.isEmpty() || !enemy.getClass().isNpc())
return 0.f;
if (enemy.getClass().getSkill(enemy, effect.mSkill) <= 0)
return 0.f;
break;
default:
break;
}
// Allow only one summoned creature at time
if (isSummoningEffect(effect.mEffectID))
{
MWMechanics::CreatureStats& creatureStats = actor.getClass().getCreatureStats(actor);
if (!creatureStats.getSummonedCreatureMap().empty())
return 0.f;
}
// Underwater casting not possible
if (effect.mRange == ESM::RT_Target)
{
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.75f))
return 0.f;
if (enemy.isEmpty())
return 0.f;
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(enemy), 0.75f))
return 0.f;
}
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effect.mEffectID);
if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
{
rating *= -1.f;
if (enemy.isEmpty())
return 0.f;
// Check resistance for harmful effects
CreatureStats& stats = enemy.getClass().getCreatureStats(enemy);
float resistance = MWMechanics::getEffectResistanceAttribute(effect.mEffectID, &stats.getMagicEffects());
rating *= (1.f - std::min(resistance, 100.f) / 100.f);
}
// for harmful no-magnitude effects (e.g. silence) check if enemy is already has them
// for non-harmful no-magnitude effects (e.g. bound items) check if actor is already has them
if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
{
if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
{
CreatureStats& stats = enemy.getClass().getCreatureStats(enemy);
if (stats.getMagicEffects().get(effect.mEffectID).getMagnitude() > 0)
return 0.f;
}
else
{
CreatureStats& stats = actor.getClass().getCreatureStats(actor);
if (stats.getMagicEffects().get(effect.mEffectID).getMagnitude() > 0)
return 0.f;
}
}
rating *= calcEffectCost(effect, magicEffect);
// Currently treating all "on target" or "on touch" effects to target the enemy actor.
// Combat AI is egoistic, so doesn't consider applying positive effects to friendly actors.
if (effect.mRange != ESM::RT_Self)
rating *= -1.f;
return rating;
}
float rateEffects(const ESM::EffectList &list, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
{
// NOTE: enemy may be empty
float rating = 0.f;
float ratingMult = 1.f; // NB: this multiplier is applied to the effect rating, not the final rating
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
static const float fAIMagicSpellMult = gmst.find("fAIMagicSpellMult")->mValue.getFloat();
static const float fAIRangeMagicSpellMult = gmst.find("fAIRangeMagicSpellMult")->mValue.getFloat();
for (std::vector<ESM::ENAMstruct>::const_iterator it = list.mList.begin(); it != list.mList.end(); ++it)
{
ratingMult = (it->mRange == ESM::RT_Target) ? fAIRangeMagicSpellMult : fAIMagicSpellMult;
rating += rateEffect(*it, actor, enemy) * ratingMult;
}
return rating;
}
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")->mValue.getFloat();
static const float fAIRangeMagicSpellMult = gmst.find("fAIRangeMagicSpellMult")->mValue.getFloat();
float mult = fAIMagicSpellMult;
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt =
spell->mEffects.mList.begin(); effectIt != spell->mEffects.mList.end(); ++effectIt)
{
if (effectIt->mRange == ESM::RT_Target)
{
if (!MWBase::Environment::get().getWorld()->isSwimming(enemy))
mult = fAIRangeMagicSpellMult;
else
mult = 0.0f;
break;
}
}
return MWMechanics::getSpellSuccessChance(spell, actor) * mult;
}
}