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590 lines
22 KiB
C++
590 lines
22 KiB
C++
#include "aicombataction.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 "../mwworld/actionequip.hpp"
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include <components/esm/loadench.hpp>
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#include <components/esm/loadmgef.hpp>
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namespace
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{
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// RangeTypes using bitflags to allow multiple range types, as can be the case with spells having multiple effects.
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enum RangeTypes
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{
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Self = 0x1,
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Touch = 0x10,
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Target = 0x100
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};
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int getRangeTypes (const ESM::EffectList& effects)
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{
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int types = 0;
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for (std::vector<ESM::ENAMstruct>::const_iterator it = effects.mList.begin(); it != effects.mList.end(); ++it)
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{
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if (it->mRange == ESM::RT_Self)
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types |= Self;
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else if (it->mRange == ESM::RT_Touch)
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types |= Touch;
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else if (it->mRange == ESM::RT_Target)
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types |= Target;
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}
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return types;
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}
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void suggestCombatRange(int rangeTypes, float& rangeAttack, float& rangeFollow)
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{
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if (rangeTypes & Touch)
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{
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rangeAttack = 100.f;
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rangeFollow = 300.f;
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}
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else if (rangeTypes & Target)
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{
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rangeAttack = 1000.f;
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rangeFollow = 0.f;
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}
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else
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{
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// For Self spells, distance doesn't matter, so back away slightly to avoid enemy hits
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rangeAttack = 600.f;
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rangeFollow = 0.f;
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}
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}
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int numEffectsToCure (const MWWorld::Ptr& actor, int effectFilter=-1)
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{
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int toCure=0;
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const MWMechanics::ActiveSpells& activeSpells = actor.getClass().getCreatureStats(actor).getActiveSpells();
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for (MWMechanics::ActiveSpells::TIterator it = activeSpells.begin(); it != activeSpells.end(); ++it)
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{
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const MWMechanics::ActiveSpells::ActiveSpellParams& params = it->second;
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for (std::vector<MWMechanics::ActiveSpells::ActiveEffect>::const_iterator effectIt = params.mEffects.begin();
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effectIt != params.mEffects.end(); ++effectIt)
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{
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int effectId = effectIt->mEffectId;
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if (effectFilter != -1 && effectId != effectFilter)
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continue;
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const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectId);
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if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful
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&& effectIt->mDuration > 3 // Don't attempt to cure if effect runs out shortly anyway
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)
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++toCure;
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}
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}
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return toCure;
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}
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}
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namespace MWMechanics
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{
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float ratePotion (const MWWorld::Ptr &item, const MWWorld::Ptr& actor)
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{
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if (item.getTypeName() != typeid(ESM::Potion).name())
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return 0.f;
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const ESM::Potion* potion = item.get<ESM::Potion>()->mBase;
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return rateEffects(potion->mEffects, actor, MWWorld::Ptr());
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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 (item.getTypeName() != typeid(ESM::Weapon).name())
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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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float rating=0.f;
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if (weapon->mData.mType >= ESM::Weapon::MarksmanBow)
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{
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rating = (weapon->mData.mChop[0] + weapon->mData.mChop[1]) / 2.f;
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}
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else
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{
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for (int i=0; i<2; ++i)
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{
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rating += weapon->mData.mSlash[i];
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rating += weapon->mData.mThrust[i];
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rating += weapon->mData.mChop[i];
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}
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rating /= 6.f;
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}
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if (item.getClass().hasItemHealth(item))
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{
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if (item.getClass().getItemHealth(item) == 0)
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return 0.f;
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rating *= item.getClass().getItemHealth(item) / float(item.getClass().getItemMaxHealth(item));
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}
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if (weapon->mData.mType == ESM::Weapon::MarksmanBow)
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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 (weapon->mData.mType == ESM::Weapon::MarksmanCrossbow)
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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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if (!weapon->mEnchant.empty())
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{
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const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(weapon->mEnchant);
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if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes
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&& (item.getCellRef().getEnchantmentCharge() == -1
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|| item.getCellRef().getEnchantmentCharge() >= enchantment->mData.mCost))
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rating += rateEffects(enchantment->mEffects, actor, enemy);
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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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rating *= actor.getClass().getSkill(actor, skill) / 100.f;
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return rating;
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}
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float rateSpell(const ESM::Spell *spell, const MWWorld::Ptr &actor, const MWWorld::Ptr& enemy)
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{
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const CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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float successChance = MWMechanics::getSpellSuccessChance(spell, actor);
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if (successChance == 0.f)
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return 0.f;
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if (spell->mData.mType != ESM::Spell::ST_Spell)
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return 0.f;
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// Don't make use of racial bonus spells, like MW. Can be made optional later
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if (actor.getClass().isNpc())
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{
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std::string raceid = actor.get<ESM::NPC>()->mBase->mRace;
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const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(raceid);
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if (race->mPowers.exists(spell->mId))
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return 0.f;
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}
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if (spell->mData.mCost > stats.getMagicka().getCurrent())
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return 0.f;
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// Spells don't stack, so early out if the spell is still active on the target
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int types = getRangeTypes(spell->mEffects);
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if ((types & Self) && stats.getActiveSpells().isSpellActive(spell->mId))
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return 0.f;
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if ( ((types & Touch) || (types & Target)) && enemy.getClass().getCreatureStats(enemy).getActiveSpells().isSpellActive(spell->mId))
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return 0.f;
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return rateEffects(spell->mEffects, actor, enemy) * (successChance / 100.f);
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}
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float rateMagicItem(const MWWorld::Ptr &ptr, const MWWorld::Ptr &actor, const MWWorld::Ptr& enemy)
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{
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if (ptr.getClass().getEnchantment(ptr).empty())
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return 0.f;
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const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(ptr.getClass().getEnchantment(ptr));
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if (enchantment->mData.mType == ESM::Enchantment::CastOnce)
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{
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return rateEffects(enchantment->mEffects, actor, enemy);
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}
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else
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{
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//if (!ptr.getClass().canBeEquipped(ptr, actor))
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return 0.f;
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}
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}
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float rateEffect(const ESM::ENAMstruct &effect, const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy)
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{
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// NOTE: enemy may be empty
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float rating = 1;
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switch (effect.mEffectID)
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{
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case ESM::MagicEffect::Soultrap:
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case ESM::MagicEffect::AlmsiviIntervention:
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case ESM::MagicEffect::DivineIntervention:
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case ESM::MagicEffect::CalmHumanoid:
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case ESM::MagicEffect::CalmCreature:
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case ESM::MagicEffect::FrenzyHumanoid:
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case ESM::MagicEffect::FrenzyCreature:
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case ESM::MagicEffect::DemoralizeHumanoid:
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case ESM::MagicEffect::DemoralizeCreature:
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case ESM::MagicEffect::RallyHumanoid:
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case ESM::MagicEffect::RallyCreature:
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case ESM::MagicEffect::Charm:
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case ESM::MagicEffect::DetectAnimal:
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case ESM::MagicEffect::DetectEnchantment:
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case ESM::MagicEffect::DetectKey:
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case ESM::MagicEffect::Telekinesis:
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case ESM::MagicEffect::Mark:
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case ESM::MagicEffect::Recall:
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case ESM::MagicEffect::Jump:
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case ESM::MagicEffect::WaterBreathing:
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case ESM::MagicEffect::SwiftSwim:
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case ESM::MagicEffect::WaterWalking:
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case ESM::MagicEffect::SlowFall:
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case ESM::MagicEffect::Light:
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case ESM::MagicEffect::Lock:
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case ESM::MagicEffect::Open:
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case ESM::MagicEffect::TurnUndead:
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case ESM::MagicEffect::WeaknessToCommonDisease:
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case ESM::MagicEffect::WeaknessToBlightDisease:
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case ESM::MagicEffect::WeaknessToCorprusDisease:
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case ESM::MagicEffect::CureCommonDisease:
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case ESM::MagicEffect::CureBlightDisease:
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case ESM::MagicEffect::CureCorprusDisease:
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case ESM::MagicEffect::ResistBlightDisease:
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case ESM::MagicEffect::ResistCommonDisease:
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case ESM::MagicEffect::ResistCorprusDisease:
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case ESM::MagicEffect::Invisibility:
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case ESM::MagicEffect::Chameleon:
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return 0.f;
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case ESM::MagicEffect::RestoreAttribute:
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return 0.f; // TODO: implement based on attribute damage
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case ESM::MagicEffect::RestoreSkill:
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return 0.f; // TODO: implement based on skill damage
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case ESM::MagicEffect::ResistFire:
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case ESM::MagicEffect::ResistFrost:
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case ESM::MagicEffect::ResistMagicka:
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case ESM::MagicEffect::ResistNormalWeapons:
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case ESM::MagicEffect::ResistParalysis:
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case ESM::MagicEffect::ResistPoison:
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case ESM::MagicEffect::ResistShock:
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return 0.f; // probably useless since we don't know in advance what the enemy will cast
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// 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
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case ESM::MagicEffect::FortifyAttribute:
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case ESM::MagicEffect::FortifyHealth:
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case ESM::MagicEffect::FortifyMagicka:
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case ESM::MagicEffect::FortifyFatigue:
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case ESM::MagicEffect::FortifySkill:
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case ESM::MagicEffect::FortifyMaximumMagicka:
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return 0.f;
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case ESM::MagicEffect::Feather:
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if (actor.getClass().getEncumbrance(actor) - actor.getClass().getCapacity(actor) >= 0)
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return 100.f;
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else
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return 0.f;
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case ESM::MagicEffect::Levitate:
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return 0.f; // AI isn't designed to take advantage of this, and could be perceived as unfair anyway
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case ESM::MagicEffect::BoundBoots:
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case ESM::MagicEffect::BoundHelm:
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if (actor.getClass().isNpc())
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{
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// Beast races can't wear helmets or boots
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std::string raceid = actor.get<ESM::NPC>()->mBase->mRace;
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const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(raceid);
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if (race->mData.mFlags & ESM::Race::Beast)
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return 0.f;
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}
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// Intended fall-through
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// Creatures can not wear armor
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case ESM::MagicEffect::BoundCuirass:
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case ESM::MagicEffect::BoundGloves:
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if (!actor.getClass().isNpc())
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return 0.f;
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break;
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case ESM::MagicEffect::RestoreHealth:
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case ESM::MagicEffect::RestoreMagicka:
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case ESM::MagicEffect::RestoreFatigue:
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if (effect.mRange == ESM::RT_Self)
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{
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int priority = 1;
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if (effect.mEffectID == ESM::MagicEffect::RestoreHealth)
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priority = 10;
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const DynamicStat<float>& current = actor.getClass().getCreatureStats(actor).
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getDynamic(effect.mEffectID - ESM::MagicEffect::RestoreHealth);
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float toHeal = (effect.mMagnMin + effect.mMagnMax)/2.f * effect.mDuration;
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// Effect doesn't heal more than we need, *or* we are below 1/2 health
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if (current.getModified() - current.getCurrent() > toHeal
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|| current.getCurrent() < current.getModified()*0.5)
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{
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return 10000.f * priority
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- (toHeal - (current.getModified()-current.getCurrent())); // prefer the most fitting potion
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}
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else
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return -10000.f * priority; // Save for later
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}
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break;
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// Prefer Cure effects over Dispel, because Dispel also removes positive effects
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case ESM::MagicEffect::Dispel:
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return 1000.f * numEffectsToCure(actor);
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case ESM::MagicEffect::CureParalyzation:
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return 1001.f * numEffectsToCure(actor, ESM::MagicEffect::Paralyze);
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case ESM::MagicEffect::CurePoison:
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return 1001.f * numEffectsToCure(actor, ESM::MagicEffect::Poison);
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case ESM::MagicEffect::DisintegrateArmor: // TODO: check if actor is wearing armor
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case ESM::MagicEffect::DisintegrateWeapon: // TODO: check if actor is wearing weapon
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break;
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case ESM::MagicEffect::DamageAttribute:
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case ESM::MagicEffect::DrainAttribute:
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if (!enemy.isEmpty() && enemy.getClass().getCreatureStats(enemy).getAttribute(effect.mAttribute).getModified() <= 0)
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return 0.f;
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{
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if (effect.mAttribute >= 0 && effect.mAttribute < ESM::Attribute::Length)
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{
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const float attributePriorities[ESM::Attribute::Length] = {
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1.0f, // Strength
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0.5f, // Intelligence
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0.6f, // Willpower
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0.7f, // Agility
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0.5f, // Speed
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0.8f, // Endurance
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0.7f, // Personality
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0.3f // Luck
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};
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rating *= attributePriorities[effect.mAttribute];
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}
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}
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break;
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case ESM::MagicEffect::DamageSkill:
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case ESM::MagicEffect::DrainSkill:
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if (enemy.isEmpty() || !enemy.getClass().isNpc())
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return 0.f;
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if (enemy.getClass().getNpcStats(enemy).getSkill(effect.mSkill).getModified() <= 0)
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return 0.f;
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break;
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default:
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break;
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}
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// TODO: for non-cumulative effects (e.g. paralyze), check if the enemy is already suffering from them
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// TODO: could take into account enemy's resistance/weakness against the effect
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const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effect.mEffectID);
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rating *= magicEffect->mData.mBaseCost;
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if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude))
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rating *= (effect.mMagnMin + effect.mMagnMax)/2.f;
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if (!(magicEffect->mData.mFlags & ESM::MagicEffect::NoDuration))
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rating *= effect.mDuration;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
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rating *= -1.f;
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// Currently treating all "on target" or "on touch" effects to target the enemy actor.
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// Combat AI is egoistic, so doesn't consider applying positive effects to friendly actors.
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if (effect.mRange != ESM::RT_Self)
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rating *= -1.f;
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return rating;
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}
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float rateEffects(const ESM::EffectList &list, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
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{
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// NOTE: enemy may be empty
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float rating = 0.f;
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for (std::vector<ESM::ENAMstruct>::const_iterator it = list.mList.begin(); it != list.mList.end(); ++it)
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{
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rating += rateEffect(*it, actor, enemy);
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}
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return rating;
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}
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void ActionSpell::prepare(const MWWorld::Ptr &actor)
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{
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actor.getClass().getCreatureStats(actor).getSpells().setSelectedSpell(mSpellId);
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Spell);
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if (actor.getClass().hasInventoryStore(actor))
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{
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MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
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inv.setSelectedEnchantItem(inv.end());
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}
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}
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void ActionSpell::getCombatRange(float& rangeAttack, float& rangeFollow)
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{
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const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(mSpellId);
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int types = getRangeTypes(spell->mEffects);
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suggestCombatRange(types, rangeAttack, rangeFollow);
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}
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void ActionEnchantedItem::prepare(const MWWorld::Ptr &actor)
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{
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actor.getClass().getCreatureStats(actor).getSpells().setSelectedSpell(std::string());
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actor.getClass().getInventoryStore(actor).setSelectedEnchantItem(mItem);
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Spell);
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}
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void ActionEnchantedItem::getCombatRange(float& rangeAttack, float& rangeFollow)
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{
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const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(mItem->getClass().getEnchantment(*mItem));
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int types = getRangeTypes(enchantment->mEffects);
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suggestCombatRange(types, rangeAttack, rangeFollow);
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}
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void ActionPotion::getCombatRange(float& rangeAttack, float& rangeFollow)
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{
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// distance doesn't matter, so back away slightly to avoid enemy hits
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rangeAttack = 600.f;
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rangeFollow = 0.f;
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}
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void ActionPotion::prepare(const MWWorld::Ptr &actor)
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{
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actor.getClass().apply(actor, mPotion.getCellRef().getRefId(), actor);
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actor.getClass().getContainerStore(actor).remove(mPotion, 1, actor);
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}
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void ActionWeapon::prepare(const MWWorld::Ptr &actor)
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{
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if (actor.getClass().hasInventoryStore(actor))
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{
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if (mWeapon.isEmpty())
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actor.getClass().getInventoryStore(actor).unequipSlot(MWWorld::InventoryStore::Slot_CarriedRight, actor);
|
|
else
|
|
{
|
|
MWWorld::ActionEquip equip(mWeapon);
|
|
equip.execute(actor);
|
|
}
|
|
|
|
if (!mAmmunition.isEmpty())
|
|
{
|
|
MWWorld::ActionEquip equip(mAmmunition);
|
|
equip.execute(actor);
|
|
}
|
|
}
|
|
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Weapon);
|
|
}
|
|
|
|
void ActionWeapon::getCombatRange(float& rangeAttack, float& rangeFollow)
|
|
{
|
|
// Already done in AiCombat itself
|
|
}
|
|
|
|
boost::shared_ptr<Action> prepareNextAction(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy)
|
|
{
|
|
Spells& spells = actor.getClass().getCreatureStats(actor).getSpells();
|
|
|
|
float bestActionRating = 0.f;
|
|
// Default to hand-to-hand combat
|
|
boost::shared_ptr<Action> bestAction (new ActionWeapon(MWWorld::Ptr()));
|
|
if (actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
|
|
{
|
|
bestAction->prepare(actor);
|
|
return bestAction;
|
|
}
|
|
|
|
if (actor.getClass().hasInventoryStore(actor))
|
|
{
|
|
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
|
|
|
|
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
|
|
{
|
|
float rating = ratePotion(*it, actor);
|
|
if (rating > bestActionRating)
|
|
{
|
|
bestActionRating = rating;
|
|
bestAction.reset(new ActionPotion(*it));
|
|
}
|
|
}
|
|
|
|
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
|
|
{
|
|
float rating = rateMagicItem(*it, actor, enemy);
|
|
if (rating > bestActionRating)
|
|
{
|
|
bestActionRating = rating;
|
|
bestAction.reset(new ActionEnchantedItem(it));
|
|
}
|
|
}
|
|
|
|
float bestArrowRating = 0;
|
|
MWWorld::Ptr bestArrow;
|
|
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
|
|
{
|
|
float rating = rateWeapon(*it, actor, enemy, ESM::Weapon::Arrow);
|
|
if (rating > bestArrowRating)
|
|
{
|
|
bestArrowRating = rating;
|
|
bestArrow = *it;
|
|
}
|
|
}
|
|
|
|
float bestBoltRating = 0;
|
|
MWWorld::Ptr bestBolt;
|
|
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
|
|
{
|
|
float rating = rateWeapon(*it, actor, enemy, ESM::Weapon::Bolt);
|
|
if (rating > bestBoltRating)
|
|
{
|
|
bestBoltRating = rating;
|
|
bestBolt = *it;
|
|
}
|
|
}
|
|
|
|
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
|
|
{
|
|
std::vector<int> equipmentSlots = it->getClass().getEquipmentSlots(*it).first;
|
|
if (std::find(equipmentSlots.begin(), equipmentSlots.end(), (int)MWWorld::InventoryStore::Slot_CarriedRight)
|
|
== equipmentSlots.end())
|
|
continue;
|
|
|
|
float rating = rateWeapon(*it, actor, enemy, -1, bestArrowRating, bestBoltRating);
|
|
if (rating > bestActionRating)
|
|
{
|
|
const ESM::Weapon* weapon = it->get<ESM::Weapon>()->mBase;
|
|
|
|
MWWorld::Ptr ammo;
|
|
if (weapon->mData.mType == ESM::Weapon::MarksmanBow)
|
|
ammo = bestArrow;
|
|
else if (weapon->mData.mType == ESM::Weapon::MarksmanCrossbow)
|
|
ammo = bestBolt;
|
|
|
|
bestActionRating = rating;
|
|
bestAction.reset(new ActionWeapon(*it, ammo));
|
|
}
|
|
}
|
|
}
|
|
|
|
for (Spells::TIterator it = spells.begin(); it != spells.end(); ++it)
|
|
{
|
|
const ESM::Spell* spell = it->first;
|
|
|
|
float rating = rateSpell(spell, actor, enemy);
|
|
if (rating > bestActionRating)
|
|
{
|
|
bestActionRating = rating;
|
|
bestAction.reset(new ActionSpell(spell->mId));
|
|
}
|
|
}
|
|
|
|
if (bestAction.get())
|
|
bestAction->prepare(actor);
|
|
|
|
return bestAction;
|
|
}
|
|
|
|
}
|