mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-03-29 06:36:44 +00:00
253 lines
7.1 KiB
C++
253 lines
7.1 KiB
C++
#include "realisticcombat.hpp"
|
|
#include "../mwbase/environment.hpp"
|
|
#include "../mwbase/soundmanager.hpp"
|
|
#include "../mwmechanics/weapontype.hpp"
|
|
#include <iomanip>
|
|
|
|
namespace MWVR { namespace RealisticCombat {
|
|
|
|
static const char* stateToString(SwingState florida)
|
|
{
|
|
switch (florida)
|
|
{
|
|
case SwingState_Idle:
|
|
return "Idle";
|
|
case SwingState_Impact:
|
|
return "Impact";
|
|
case SwingState_Ready:
|
|
return "Ready";
|
|
case SwingState_Swinging:
|
|
return "Swinging";
|
|
}
|
|
}
|
|
|
|
StateMachine::StateMachine(MWWorld::Ptr ptr) : ptr(ptr) {}
|
|
|
|
bool StateMachine::canSwing()
|
|
{
|
|
if (velocity >= minVelocity)
|
|
if(swingType != ESM::Weapon::AT_Thrust || thrustVelocity >= 0.f)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
// Actions common to all transitions
|
|
void StateMachine::transition(
|
|
SwingState newState)
|
|
{
|
|
Log(Debug::Verbose) << "Transition: " << stateToString(state) << " -> " << stateToString(newState);
|
|
|
|
maxSwingVelocity = 0.f;
|
|
timeSinceEnteredState = 0.f;
|
|
movementSinceEnteredState = 0.f;
|
|
state = newState;
|
|
}
|
|
|
|
void StateMachine::reset()
|
|
{
|
|
maxSwingVelocity = 0.f;
|
|
timeSinceEnteredState = 0.f;
|
|
velocity = 0.f;
|
|
previousPosition = osg::Vec3(0.f, 0.f, 0.f);
|
|
state = SwingState_Ready;
|
|
}
|
|
|
|
static bool isMeleeWeapon(int type)
|
|
{
|
|
if (MWMechanics::getWeaponType(type)->mWeaponClass != ESM::WeaponType::Melee)
|
|
return false;
|
|
if (type == ESM::Weapon::HandToHand)
|
|
return true;
|
|
if (type >= 0)
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void StateMachine::update(float dt, bool enabled)
|
|
{
|
|
auto* session = Environment::get().getSession();
|
|
auto* world = MWBase::Environment::get().getWorld();
|
|
auto& predictedPoses = session->predictedPoses(OpenXRSession::PredictionSlice::Predraw);
|
|
auto& handPose = predictedPoses.hands[(int)MWVR::TrackedSpace::STAGE][(int)MWVR::Side::RIGHT_HAND];
|
|
auto& headPose = predictedPoses.head[(int)MWVR::TrackedSpace::STAGE];
|
|
auto weaponType = world->getActiveWeaponType();
|
|
|
|
enabled = enabled && isMeleeWeapon(weaponType);
|
|
|
|
if (mEnabled != enabled)
|
|
{
|
|
reset();
|
|
mEnabled = enabled;
|
|
}
|
|
if (!enabled)
|
|
return;
|
|
|
|
timeSinceEnteredState += dt;
|
|
|
|
|
|
// First determine direction of different swing types
|
|
|
|
// Discover orientation of weapon
|
|
osg::Quat weaponDir = handPose.orientation;
|
|
|
|
// Morrowind models do not hold weapons at a natural angle, so i rotate the hand forward
|
|
// to get a more natural angle on the weapon to allow more comfortable combat.
|
|
if (weaponType != ESM::Weapon::HandToHand)
|
|
weaponDir = osg::Quat(osg::PI_4, osg::Vec3{ 1,0,0 }) * weaponDir;
|
|
|
|
// Thrust means stabbing in the direction of the weapon
|
|
osg::Vec3 thrustDirection = weaponDir * osg::Vec3{ 0,1,0 };
|
|
|
|
// Chop is vertical, relative to the orientation of the weapon
|
|
osg::Vec3 chopDirection = weaponDir * osg::Vec3{ 0,0,1 };
|
|
|
|
// Swing is horizontal, relative to the orientation of the weapon
|
|
osg::Vec3 slashDirection = weaponDir * osg::Vec3{ 1,0,0 };
|
|
|
|
|
|
// Next determine current hand movement
|
|
|
|
// If tracking is lost, openxr will return a position of 0
|
|
// Reset position when tracking is re-acquired
|
|
// Theoretically, the player's hand really could be at 0,0,0
|
|
// but that's a super rare case so whatever.
|
|
if (previousPosition == osg::Vec3(0.f, 0.f, 0.f))
|
|
previousPosition = handPose.position;
|
|
|
|
osg::Vec3 movement = handPose.position - previousPosition;
|
|
movementSinceEnteredState += movement.length();
|
|
previousPosition = handPose.position;
|
|
osg::Vec3 swingVector = movement / dt;
|
|
|
|
// Compute swing velocity
|
|
// Unidirectional
|
|
thrustVelocity = swingVector * thrustDirection;
|
|
// Bidirectional
|
|
slashVelocity = std::abs(swingVector * slashDirection);
|
|
chopVelocity = std::abs(swingVector * chopDirection);
|
|
velocity = swingVector.length();
|
|
|
|
// Pick swing type based on greatest current velocity
|
|
// Note i use abs() of thrust velocity to prevent accidentally triggering
|
|
// chop or slash when player is withdrawing his limb.
|
|
if (std::abs(thrustVelocity) > slashVelocity && std::abs(thrustVelocity) > chopVelocity)
|
|
{
|
|
swingType = ESM::Weapon::AT_Thrust;
|
|
}
|
|
else if (slashVelocity > chopVelocity)
|
|
{
|
|
swingType = ESM::Weapon::AT_Slash;
|
|
}
|
|
else
|
|
{
|
|
swingType = ESM::Weapon::AT_Chop;
|
|
}
|
|
|
|
switch (state)
|
|
{
|
|
case SwingState_Idle:
|
|
return update_idleState();
|
|
case SwingState_Ready:
|
|
return update_readyState();
|
|
case SwingState_Swinging:
|
|
return update_swingingState();
|
|
case SwingState_Impact:
|
|
return update_impactState();
|
|
}
|
|
}
|
|
|
|
void StateMachine::update_idleState()
|
|
{
|
|
if (timeSinceEnteredState >= minimumPeriod)
|
|
transition_idleToReady();
|
|
}
|
|
|
|
void StateMachine::transition_idleToReady()
|
|
{
|
|
transition(SwingState_Ready);
|
|
}
|
|
|
|
void StateMachine::update_readyState()
|
|
{
|
|
if (canSwing())
|
|
return transition_readyToSwinging();
|
|
}
|
|
|
|
void StateMachine::transition_readyToSwinging()
|
|
{
|
|
shouldSwish = true;
|
|
transition(SwingState_Swinging);
|
|
|
|
// As a special case, update the new state immediately to allow
|
|
// same-frame impacts. This is important if the player is moving
|
|
// at a velocity close to the minimum velocity.
|
|
update_swingingState();
|
|
}
|
|
|
|
void StateMachine::playSwish()
|
|
{
|
|
if (shouldSwish)
|
|
{
|
|
MWBase::SoundManager* sndMgr = MWBase::Environment::get().getSoundManager();
|
|
|
|
std::string sound = "Weapon Swish";
|
|
if (strength < 0.5f)
|
|
sndMgr->playSound3D(ptr, sound, 1.0f, 0.8f); //Weak attack
|
|
if (strength < 1.0f)
|
|
sndMgr->playSound3D(ptr, sound, 1.0f, 1.0f); //Medium attack
|
|
else
|
|
sndMgr->playSound3D(ptr, sound, 1.0f, 1.2f); //Strong attack
|
|
shouldSwish = false;
|
|
}
|
|
}
|
|
|
|
void StateMachine::update_swingingState()
|
|
{
|
|
maxSwingVelocity = std::max(velocity, maxSwingVelocity);
|
|
strength = std::min(1.f, (maxSwingVelocity - minVelocity) / maxVelocity);
|
|
|
|
// Require a minimum movement of the hand before a hit can be made
|
|
// This is to prevent microswings
|
|
if (movementSinceEnteredState > minimumPeriod)
|
|
{
|
|
playSwish();
|
|
if (// When velocity falls below minimum, register the miss
|
|
!canSwing()
|
|
// Call hit with simulated=true to check for hit
|
|
|| ptr.getClass().hit(ptr, strength, swingType, true)
|
|
)
|
|
return transition_swingingToImpact();
|
|
}
|
|
|
|
// If velocity drops below minimum before minimum movement was achieved,
|
|
// drop back to ready
|
|
if (!canSwing())
|
|
return transition_swingingToReady();
|
|
}
|
|
|
|
void StateMachine::transition_swingingToReady()
|
|
{
|
|
transition(SwingState_Ready);
|
|
}
|
|
|
|
void StateMachine::transition_swingingToImpact()
|
|
{
|
|
ptr.getClass().hit(ptr, strength, swingType, false);
|
|
transition(SwingState_Impact);
|
|
std::cout << "Transition: Swing -> Impact" << std::endl;
|
|
}
|
|
|
|
void StateMachine::update_impactState()
|
|
{
|
|
if (velocity < minVelocity)
|
|
return transition_impactToIdle();
|
|
}
|
|
|
|
void StateMachine::transition_impactToIdle()
|
|
{
|
|
transition(SwingState_Idle);
|
|
std::cout << "Transition: Impact -> Ready" << std::endl;
|
|
}
|
|
|
|
}}
|