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204 lines
7.7 KiB
C++
204 lines
7.7 KiB
C++
#include "weaponpriority.hpp"
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#include <components/esm/loadench.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 "combat.hpp"
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#include "aicombataction.hpp"
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#include "spellpriority.hpp"
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#include "spellutil.hpp"
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#include "weapontype.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 (enemy.isEmpty() || item.getTypeName() != typeid(ESM::Weapon).name())
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return 0.f;
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if (item.getClass().hasItemHealth(item) && item.getClass().getItemHealth(item) == 0)
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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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const MWBase::World* world = MWBase::Environment::get().getWorld();
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const MWWorld::Store<ESM::GameSetting>& gmst = world->getStore().get<ESM::GameSetting>();
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ESM::WeaponType::Class weapclass = MWMechanics::getWeaponType(weapon->mData.mType)->mWeaponClass;
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if (type == -1 && weapclass == ESM::WeaponType::Ammo)
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return 0.f;
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float rating=0.f;
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static const float fAIMeleeWeaponMult = gmst.find("fAIMeleeWeaponMult")->mValue.getFloat();
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float ratingMult = fAIMeleeWeaponMult;
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if (weapclass != ESM::WeaponType::Melee)
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{
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// Underwater ranged combat is impossible
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if (world->isUnderwater(MWWorld::ConstPtr(actor), 0.75f)
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|| world->isUnderwater(MWWorld::ConstPtr(enemy), 0.75f))
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return 0.f;
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// Use a higher rating multiplier if the actor is out of enemy's reach, use the normal mult otherwise
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if (getDistanceMinusHalfExtents(actor, enemy) >= getMaxAttackDistance(enemy))
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{
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static const float fAIRangeMeleeWeaponMult = gmst.find("fAIRangeMeleeWeaponMult")->mValue.getFloat();
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ratingMult = fAIRangeMeleeWeaponMult;
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}
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}
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const float chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1]) / 2.f;
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// We need to account for the fact that thrown weapons have 2x real damage applied to the target
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// as they're both the weapon and the ammo of the hit
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if (weapclass == ESM::WeaponType::Thrown)
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{
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rating = chop * 2;
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}
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else if (weapclass != ESM::WeaponType::Melee)
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{
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rating = chop;
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}
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else
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{
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const float slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1]) / 2.f;
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const float thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1]) / 2.f;
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rating = (slash * slash + thrust * thrust + chop * chop) / (slash + thrust + chop);
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}
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adjustWeaponDamage(rating, item, actor);
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if (weapclass != ESM::WeaponType::Ranged)
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{
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resistNormalWeapon(enemy, actor, item, rating);
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applyWerewolfDamageMult(enemy, item, rating);
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}
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else
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{
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int ammotype = MWMechanics::getWeaponType(weapon->mData.mType)->mAmmoType;
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if (ammotype == ESM::Weapon::Arrow)
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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 (ammotype == ESM::Weapon::Bolt)
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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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}
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if (!weapon->mEnchant.empty())
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{
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const ESM::Enchantment* enchantment = world->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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float charge = item.getCellRef().getEnchantmentCharge();
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if (charge == -1 || charge >= castCost || weapclass == ESM::WeaponType::Thrown || weapclass == ESM::WeaponType::Ammo)
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rating += rateEffects(enchantment->mEffects, actor, enemy);
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}
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}
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int value = 50.f;
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if (actor.getClass().isNpc())
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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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value = actor.getClass().getSkill(actor, skill);
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}
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else
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{
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MWWorld::LiveCellRef<ESM::Creature> *ref = actor.get<ESM::Creature>();
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value = ref->mBase->mData.mCombat;
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}
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// Take hit chance in account, but do not allow rating become negative.
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float chance = getHitChance(actor, enemy, value) / 100.f;
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rating *= std::min(1.f, std::max(0.01f, chance));
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if (weapclass != ESM::WeaponType::Ammo)
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rating *= weapon->mData.mSpeed;
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return rating * ratingMult;
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}
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float rateAmmo(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy, MWWorld::Ptr &bestAmmo, int 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, int 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")->mValue.getFloat();
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static const float fAIMeleeArmorMult = gmst.find("fAIMeleeArmorMult")->mValue.getFloat();
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static const float fAIRangeMeleeWeaponMult = gmst.find("fAIRangeMeleeWeaponMult")->mValue.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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int type = esmWeap->mData.mType;
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if (getWeaponType(type)->mWeaponClass != ESM::WeaponType::Melee)
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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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