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

525 lines
20 KiB
C++

#include "aicombataction.hpp"
#include <components/esm/loadench.hpp>
#include <components/esm/loadmgef.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/actionequip.hpp"
#include "../mwworld/cellstore.hpp"
#include "npcstats.hpp"
#include "spellcasting.hpp"
#include "combat.hpp"
#include "weaponpriority.hpp"
#include "spellpriority.hpp"
namespace MWMechanics
{
float suggestCombatRange(int rangeTypes)
{
static const float fCombatDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
static float fHandToHandReach = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat();
// This distance is a possible distance of melee attack
static float distance = fCombatDistance * std::max(2.f, fHandToHandReach);
if (rangeTypes & RangeTypes::Touch)
{
return fCombatDistance;
}
return distance * 4;
}
void ActionSpell::prepare(const MWWorld::Ptr &actor)
{
actor.getClass().getCreatureStats(actor).getSpells().setSelectedSpell(mSpellId);
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Spell);
if (actor.getClass().hasInventoryStore(actor))
{
MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
inv.setSelectedEnchantItem(inv.end());
}
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(mSpellId);
MWBase::Environment::get().getWorld()->preloadEffects(&spell->mEffects);
}
float ActionSpell::getCombatRange (bool& isRanged) const
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(mSpellId);
int types = getRangeTypes(spell->mEffects);
isRanged = (types & RangeTypes::Target) | (types & RangeTypes::Self);
return suggestCombatRange(types);
}
void ActionEnchantedItem::prepare(const MWWorld::Ptr &actor)
{
actor.getClass().getCreatureStats(actor).getSpells().setSelectedSpell(std::string());
actor.getClass().getInventoryStore(actor).setSelectedEnchantItem(mItem);
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Spell);
}
float ActionEnchantedItem::getCombatRange(bool& isRanged) const
{
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(mItem->getClass().getEnchantment(*mItem));
int types = getRangeTypes(enchantment->mEffects);
isRanged = (types & RangeTypes::Target) | (types & RangeTypes::Self);
return suggestCombatRange(types);
}
float ActionPotion::getCombatRange(bool& isRanged) const
{
// Distance doesn't matter since this action has no animation
// If we want to back away slightly to avoid enemy hits, we should set isRanged to "true"
return 600.f;
}
void ActionPotion::prepare(const MWWorld::Ptr &actor)
{
actor.getClass().apply(actor, mPotion.getCellRef().getRefId(), actor);
actor.getClass().getContainerStore(actor).remove(mPotion, 1, actor);
}
void ActionWeapon::prepare(const MWWorld::Ptr &actor)
{
if (actor.getClass().hasInventoryStore(actor))
{
if (mWeapon.isEmpty())
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);
}
float ActionWeapon::getCombatRange(bool& isRanged) const
{
isRanged = false;
static const float fCombatDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
static const float fProjectileMaxSpeed = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fProjectileMaxSpeed")->getFloat();
if (mWeapon.isEmpty())
{
static float fHandToHandReach =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat();
return fHandToHandReach * fCombatDistance;
}
const ESM::Weapon* weapon = mWeapon.get<ESM::Weapon>()->mBase;
if (weapon->mData.mType >= ESM::Weapon::MarksmanBow)
{
isRanged = true;
return fProjectileMaxSpeed;
}
else
return weapon->mData.mReach * fCombatDistance;
}
const ESM::Weapon* ActionWeapon::getWeapon() const
{
if (mWeapon.isEmpty())
return NULL;
return mWeapon.get<ESM::Weapon>()->mBase;
}
std::shared_ptr<Action> prepareNextAction(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy)
{
Spells& spells = actor.getClass().getCreatureStats(actor).getSpells();
float bestActionRating = 0.f;
float antiFleeRating = 0.f;
// Default to hand-to-hand combat
std::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));
antiFleeRating = std::numeric_limits<float>::max();
}
}
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));
antiFleeRating = std::numeric_limits<float>::max();
}
}
MWWorld::Ptr bestArrow;
float bestArrowRating = rateAmmo(actor, enemy, bestArrow, ESM::Weapon::Arrow);
MWWorld::Ptr bestBolt;
float bestBoltRating = rateAmmo(actor, enemy, bestBolt, ESM::Weapon::Bolt);
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));
antiFleeRating = vanillaRateWeaponAndAmmo(*it, ammo, actor, enemy);
}
}
}
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));
antiFleeRating = vanillaRateSpell(spell, actor, enemy);
}
}
if (makeFleeDecision(actor, enemy, antiFleeRating))
bestAction.reset(new ActionFlee());
if (bestAction.get())
bestAction->prepare(actor);
return bestAction;
}
float getBestActionRating(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
if (actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
{
return bestActionRating;
}
if (actor.getClass().hasInventoryStore(actor))
{
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
{
float rating = rateMagicItem(*it, actor, enemy);
if (rating > bestActionRating)
{
bestActionRating = rating;
}
}
float bestArrowRating = rateAmmo(actor, enemy, ESM::Weapon::Arrow);
float bestBoltRating = rateAmmo(actor, enemy, ESM::Weapon::Bolt);
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)
{
bestActionRating = rating;
}
}
}
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;
}
}
return bestActionRating;
}
float getDistanceMinusHalfExtents(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, bool minusZDist)
{
osg::Vec3f actor1Pos = actor1.getRefData().getPosition().asVec3();
osg::Vec3f actor2Pos = actor2.getRefData().getPosition().asVec3();
float dist = (actor1Pos - actor2Pos).length();
if (minusZDist)
dist -= std::abs(actor1Pos.z() - actor2Pos.z());
return (dist
- MWBase::Environment::get().getWorld()->getHalfExtents(actor1).y()
- MWBase::Environment::get().getWorld()->getHalfExtents(actor2).y());
}
float getMaxAttackDistance(const MWWorld::Ptr& actor)
{
const CreatureStats& stats = actor.getClass().getCreatureStats(actor);
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
std::string selectedSpellId = stats.getSpells().getSelectedSpell();
MWWorld::Ptr selectedEnchItem;
MWWorld::Ptr activeWeapon, activeAmmo;
if (actor.getClass().hasInventoryStore(actor))
{
MWWorld::InventoryStore& invStore = actor.getClass().getInventoryStore(actor);
MWWorld::ContainerStoreIterator item = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (item != invStore.end() && item.getType() == MWWorld::ContainerStore::Type_Weapon)
activeWeapon = *item;
item = invStore.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (item != invStore.end() && item.getType() == MWWorld::ContainerStore::Type_Weapon)
activeAmmo = *item;
if (invStore.getSelectedEnchantItem() != invStore.end())
selectedEnchItem = *invStore.getSelectedEnchantItem();
}
float dist = 1.0f;
if (activeWeapon.isEmpty() && !selectedSpellId.empty() && !selectedEnchItem.isEmpty())
{
static const float fHandToHandReach = gmst.find("fHandToHandReach")->getFloat();
dist = fHandToHandReach;
}
else if (stats.getDrawState() == MWMechanics::DrawState_Spell)
{
dist = 1.0f;
if (!selectedSpellId.empty())
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(selectedSpellId);
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt =
spell->mEffects.mList.begin(); effectIt != spell->mEffects.mList.end(); ++effectIt)
{
if (effectIt->mRange == ESM::RT_Target)
{
const ESM::MagicEffect* effect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectIt->mEffectID);
dist = effect->mData.mSpeed;
break;
}
}
}
else if (!selectedEnchItem.isEmpty())
{
std::string enchId = selectedEnchItem.getClass().getEnchantment(selectedEnchItem);
if (!enchId.empty())
{
const ESM::Enchantment* ench = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(enchId);
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt =
ench->mEffects.mList.begin(); effectIt != ench->mEffects.mList.end(); ++effectIt)
{
if (effectIt->mRange == ESM::RT_Target)
{
const ESM::MagicEffect* effect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectIt->mEffectID);
dist = effect->mData.mSpeed;
break;
}
}
}
}
static const float fTargetSpellMaxSpeed = gmst.find("fTargetSpellMaxSpeed")->getFloat();
dist *= std::max(1000.0f, fTargetSpellMaxSpeed);
}
else if (!activeWeapon.isEmpty())
{
const ESM::Weapon* esmWeap = activeWeapon.get<ESM::Weapon>()->mBase;
if (esmWeap->mData.mType >= ESM::Weapon::MarksmanBow)
{
static const float fTargetSpellMaxSpeed = gmst.find("fProjectileMaxSpeed")->getFloat();
dist = fTargetSpellMaxSpeed;
if (!activeAmmo.isEmpty())
{
const ESM::Weapon* esmAmmo = activeAmmo.get<ESM::Weapon>()->mBase;
dist *= esmAmmo->mData.mSpeed;
}
}
else if (esmWeap->mData.mReach > 1)
{
dist = esmWeap->mData.mReach;
}
}
dist = (dist > 0.f) ? dist : 1.0f;
static const float fCombatDistance = gmst.find("fCombatDistance")->getFloat();
static const float fCombatDistanceWerewolfMod = gmst.find("fCombatDistanceWerewolfMod")->getFloat();
float combatDistance = fCombatDistance;
if (actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
combatDistance *= (fCombatDistanceWerewolfMod + 1.0f);
if (dist < combatDistance)
dist *= combatDistance;
return dist;
}
bool canFight(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
{
ESM::Position actorPos = actor.getRefData().getPosition();
ESM::Position enemyPos = enemy.getRefData().getPosition();
const CreatureStats& enemyStats = enemy.getClass().getCreatureStats(enemy);
if (enemyStats.getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude() > 0
|| enemyStats.getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude() > 0)
{
if (!MWBase::Environment::get().getMechanicsManager()->awarenessCheck(enemy, actor))
return false;
}
if (actor.getClass().isPureWaterCreature(actor))
{
if (!MWBase::Environment::get().getWorld()->isWading(enemy))
return false;
}
float atDist = getMaxAttackDistance(actor);
if (atDist > getDistanceMinusHalfExtents(actor, enemy)
&& atDist > std::abs(actorPos.pos[2] - enemyPos.pos[2]))
{
if (MWBase::Environment::get().getWorld()->getLOS(actor, enemy))
return true;
}
if (actor.getClass().isPureFlyingCreature(actor) || actor.getClass().isPureLandCreature(actor))
{
if (MWBase::Environment::get().getWorld()->isSwimming(enemy))
return false;
}
if (actor.getClass().isBipedal(actor) || !actor.getClass().canFly(actor))
{
if (enemy.getClass().getCreatureStats(enemy).getMagicEffects().get(ESM::MagicEffect::Levitate).getMagnitude() > 0)
{
float attackDistance = getMaxAttackDistance(actor);
if ((attackDistance + actorPos.pos[2]) < enemyPos.pos[2])
{
if (enemy.getCell()->isExterior())
{
if (attackDistance < (enemyPos.pos[2] - MWBase::Environment::get().getWorld()->getTerrainHeightAt(enemyPos.asVec3())))
return false;
}
}
}
}
if (!actor.getClass().canWalk(actor) && !actor.getClass().isBipedal(actor))
return true;
if (actor.getClass().getCreatureStats(actor).getMagicEffects().get(ESM::MagicEffect::Levitate).getMagnitude() > 0)
return true;
if (MWBase::Environment::get().getWorld()->isSwimming(actor))
return true;
if (getDistanceMinusHalfExtents(actor, enemy, true) <= 0.0f)
return false;
return true;
}
float vanillaRateFlee(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
{
const CreatureStats& stats = actor.getClass().getCreatureStats(actor);
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
int flee = stats.getAiSetting(CreatureStats::AI_Flee).getModified();
if (flee >= 100)
return flee;
static const float fAIFleeHealthMult = gmst.find("fAIFleeHealthMult")->getFloat();
static const float fAIFleeFleeMult = gmst.find("fAIFleeFleeMult")->getFloat();
float healthPercentage = (stats.getHealth().getModified() == 0.0f)
? 1.0f : stats.getHealth().getCurrent() / stats.getHealth().getModified();
float rating = (1.0f - healthPercentage) * fAIFleeHealthMult + flee * fAIFleeFleeMult;
static const int iWereWolfLevelToAttack = gmst.find("iWereWolfLevelToAttack")->getInt();
if (enemy.getClass().isNpc() && enemy.getClass().getNpcStats(enemy).isWerewolf() && stats.getLevel() < iWereWolfLevelToAttack)
{
static const int iWereWolfFleeMod = gmst.find("iWereWolfFleeMod")->getInt();
rating = iWereWolfFleeMod;
}
if (rating != 0.0f)
rating += getFightDistanceBias(actor, enemy);
return rating;
}
bool makeFleeDecision(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, float antiFleeRating)
{
float fleeRating = vanillaRateFlee(actor, enemy);
if (fleeRating < 100.0f)
fleeRating = 0.0f;
if (fleeRating > antiFleeRating)
return true;
// Run away after summoning a creature if we have nothing to use but fists.
if (antiFleeRating == 0.0f && !actor.getClass().getCreatureStats(actor).getSummonedCreatureMap().empty())
return true;
return false;
}
}