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

204 lines
7.7 KiB
C++

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