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

179 lines
6.2 KiB
C++

#include "weaponpriority.hpp"
#include <components/esm/loadench.hpp>
#include <components/esm/loadmgef.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "npcstats.hpp"
#include "combat.hpp"
#include "aicombataction.hpp"
#include "spellpriority.hpp"
#include "spellcasting.hpp"
namespace MWMechanics
{
float rateWeapon (const MWWorld::Ptr &item, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, int type,
float arrowRating, float boltRating)
{
if (item.getTypeName() != typeid(ESM::Weapon).name())
return 0.f;
const ESM::Weapon* weapon = item.get<ESM::Weapon>()->mBase;
if (type != -1 && weapon->mData.mType != type)
return 0.f;
float rating=0.f;
float bonus=0.f;
if (weapon->mData.mType >= ESM::Weapon::MarksmanBow && weapon->mData.mType <= ESM::Weapon::MarksmanThrown)
{
// Range weapon is useless under water
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.75f))
return 0.f;
if (enemy.isEmpty())
return 0.f;
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(enemy), 0.75f))
return 0.f;
bonus+=1.5f;
}
if (weapon->mData.mType >= ESM::Weapon::MarksmanBow)
{
rating = (weapon->mData.mChop[0] + weapon->mData.mChop[1]) / 2.f;
if (weapon->mData.mType >= ESM::Weapon::MarksmanThrown)
MWMechanics::resistNormalWeapon(enemy, actor, item, rating);
}
else
{
for (int i=0; i<2; ++i)
{
rating += weapon->mData.mSlash[i];
rating += weapon->mData.mThrust[i];
rating += weapon->mData.mChop[i];
}
rating /= 6.f;
MWMechanics::resistNormalWeapon(enemy, actor, item, rating);
}
if (item.getClass().hasItemHealth(item))
{
if (item.getClass().getItemHealth(item) == 0)
return 0.f;
rating *= item.getClass().getItemHealth(item) / float(item.getClass().getItemMaxHealth(item));
}
if (weapon->mData.mType == ESM::Weapon::MarksmanBow)
{
if (arrowRating <= 0.f)
rating = 0.f;
else
rating += arrowRating;
}
else if (weapon->mData.mType == ESM::Weapon::MarksmanCrossbow)
{
if (boltRating <= 0.f)
rating = 0.f;
else
rating += boltRating;
}
if (!weapon->mEnchant.empty())
{
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(weapon->mEnchant);
if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes)
{
int castCost = getEffectiveEnchantmentCastCost(static_cast<float>(enchantment->mData.mCost), actor);
if (item.getCellRef().getEnchantmentCharge() == -1 || item.getCellRef().getEnchantmentCharge() >= castCost)
rating += rateEffects(enchantment->mEffects, actor, enemy);
}
}
int skill = item.getClass().getEquipmentSkill(item);
if (skill != -1)
rating *= actor.getClass().getSkill(actor, skill) / 100.f;
// There is no need to apply bonus if weapon rating == 0
if (rating == 0.f)
return 0.f;
return rating + bonus;
}
float rateAmmo(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy, MWWorld::Ptr &bestAmmo, ESM::Weapon::Type 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, ESM::Weapon::Type 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")->getFloat();
static const float fAIMeleeArmorMult = gmst.find("fAIMeleeArmorMult")->getFloat();
static const float fAIRangeMeleeWeaponMult = gmst.find("fAIRangeMeleeWeaponMult")->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;
if (esmWeap->mData.mType >= ESM::Weapon::MarksmanBow)
{
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);
}
}