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664 lines
26 KiB
C++
664 lines
26 KiB
C++
#include "aicombat.hpp"
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#include <components/misc/rng.hpp>
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#include <components/esm/aisequence.hpp>
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/dialoguemanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwrender/animation.hpp"
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#include "pathgrid.hpp"
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#include "creaturestats.hpp"
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#include "steering.hpp"
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#include "movement.hpp"
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#include "character.hpp"
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#include "aicombataction.hpp"
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#include "combat.hpp"
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#include "coordinateconverter.hpp"
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#include "actorutil.hpp"
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namespace
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{
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//chooses an attack depending on probability to avoid uniformity
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std::string chooseBestAttack(const ESM::Weapon* weapon);
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osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos,
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float duration, int weapType, float strength);
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}
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namespace MWMechanics
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{
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AiCombat::AiCombat(const MWWorld::Ptr& actor)
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{
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mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
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}
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AiCombat::AiCombat(const ESM::AiSequence::AiCombat *combat)
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{
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mTargetActorId = combat->mTargetActorId;
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}
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void AiCombat::init()
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{
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}
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/*
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* Current AiCombat movement states (as of 0.29.0), ignoring the details of the
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* attack states such as CombatMove, Strike and ReadyToAttack:
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*
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* +----(within strike range)----->attack--(beyond strike range)-->follow
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* | | ^ | |
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* | | | | |
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* pursue<---(beyond follow range)-----+ +----(within strike range)---+ |
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* ^ |
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* | |
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* +-------------------------(beyond follow range)--------------------+
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*
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*
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* Below diagram is high level only, the code detail is a little different
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* (but including those detail will just complicate the diagram w/o adding much)
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*
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* +----------(same)-------------->attack---------(same)---------->follow
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* | |^^ |||
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* | ||| |||
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* | +--(same)-----------------+|+----------(same)------------+||
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* | | | ||
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* | | | (in range) ||
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* | <---+ (too far) | ||
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* pursue<-------------------------[door open]<-----+ ||
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* ^^^ | ||
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* ||| | ||
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* ||+----------evade-----+ | ||
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* || | [closed door] | ||
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* |+----> maybe stuck, check --------------> back up, check door ||
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* | ^ | ^ | ^ ||
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* | | | | | | ||
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* | | +---+ +---+ ||
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* | +-------------------------------------------------------+|
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* | |
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* +---------------------------(same)---------------------------------+
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*
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* FIXME:
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*
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* The new scheme is way too complicated, should really be implemented as a
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* proper state machine.
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*
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* TODO:
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*
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* Use the observer pattern to coordinate attacks, provide intelligence on
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* whether the target was hit, etc.
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*/
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bool AiCombat::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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// get or create temporary storage
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AiCombatStorage& storage = state.get<AiCombatStorage>();
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//General description
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if (actor.getClass().getCreatureStats(actor).isDead())
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return true;
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
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if (target.isEmpty())
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return false;
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if(!target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered
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// with the MechanicsManager
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|| target.getClass().getCreatureStats(target).isDead())
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return true;
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if (!storage.isFleeing())
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{
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if (storage.mCurrentAction.get()) // need to wait to init action with its attack range
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{
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//Update every frame. UpdateLOS uses a timer, so the LOS check does not happen every frame.
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updateLOS(actor, target, duration, storage);
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float targetReachedTolerance = 0.0f;
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if (storage.mLOS)
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targetReachedTolerance = storage.mAttackRange;
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bool is_target_reached = pathTo(actor, target.getRefData().getPosition().pos, duration, targetReachedTolerance);
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if (is_target_reached) storage.mReadyToAttack = true;
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}
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storage.updateCombatMove(duration);
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if (storage.mReadyToAttack) updateActorsMovement(actor, duration, storage);
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storage.updateAttack(characterController);
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}
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else
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{
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updateFleeing(actor, target, duration, storage);
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}
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storage.mActionCooldown -= duration;
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float& timerReact = storage.mTimerReact;
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if (timerReact < AI_REACTION_TIME)
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{
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timerReact += duration;
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}
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else
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{
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timerReact = 0;
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if (attack(actor, target, storage, characterController))
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return true;
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}
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return false;
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}
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bool AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController)
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{
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const MWWorld::CellStore*& currentCell = storage.mCell;
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bool cellChange = currentCell && (actor.getCell() != currentCell);
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if(!currentCell || cellChange)
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{
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currentCell = actor.getCell();
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}
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bool forceFlee = false;
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if (!canFight(actor, target))
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{
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storage.stopAttack();
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characterController.setAttackingOrSpell(false);
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storage.mActionCooldown = 0.f;
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// Continue combat if target is player or player follower/escorter and an attack has been attempted
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const std::list<MWWorld::Ptr>& playerFollowersAndEscorters = MWBase::Environment::get().getMechanicsManager()->getActorsSidingWith(MWMechanics::getPlayer());
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bool targetSidesWithPlayer = (std::find(playerFollowersAndEscorters.begin(), playerFollowersAndEscorters.end(), target) != playerFollowersAndEscorters.end());
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if ((target == MWMechanics::getPlayer() || targetSidesWithPlayer)
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&& ((actor.getClass().getCreatureStats(actor).getHitAttemptActorId() == target.getClass().getCreatureStats(target).getActorId())
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|| (target.getClass().getCreatureStats(target).getHitAttemptActorId() == actor.getClass().getCreatureStats(actor).getActorId())))
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forceFlee = true;
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else // Otherwise end combat
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return true;
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}
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const MWWorld::Class& actorClass = actor.getClass();
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actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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float& actionCooldown = storage.mActionCooldown;
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std::shared_ptr<Action>& currentAction = storage.mCurrentAction;
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if (!forceFlee)
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{
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if (actionCooldown > 0)
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return false;
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if (characterController.readyToPrepareAttack())
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{
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currentAction = prepareNextAction(actor, target);
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actionCooldown = currentAction->getActionCooldown();
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}
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}
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else
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{
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currentAction.reset(new ActionFlee());
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actionCooldown = currentAction->getActionCooldown();
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}
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if (!currentAction)
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return false;
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if (storage.isFleeing() != currentAction->isFleeing())
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{
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if (currentAction->isFleeing())
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{
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storage.startFleeing();
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MWBase::Environment::get().getDialogueManager()->say(actor, "flee");
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return false;
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}
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else
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storage.stopFleeing();
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}
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bool isRangedCombat = false;
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float &rangeAttack = storage.mAttackRange;
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rangeAttack = currentAction->getCombatRange(isRangedCombat);
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// Get weapon characteristics
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const ESM::Weapon* weapon = currentAction->getWeapon();
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ESM::Position pos = actor.getRefData().getPosition();
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osg::Vec3f vActorPos(pos.asVec3());
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osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3());
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osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target);
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float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target);
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storage.mReadyToAttack = (currentAction->isAttackingOrSpell() && distToTarget <= rangeAttack && storage.mLOS);
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if (storage.mReadyToAttack)
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{
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storage.startCombatMove(isRangedCombat, distToTarget, rangeAttack, actor, target);
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// start new attack
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storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat);
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if (isRangedCombat)
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{
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// rotate actor taking into account target movement direction and projectile speed
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osg::Vec3f& lastTargetPos = storage.mLastTargetPos;
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vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, AI_REACTION_TIME, (weapon ? weapon->mData.mType : 0), storage.mStrength);
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lastTargetPos = vTargetPos;
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storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
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storage.mMovement.mRotation[2] = getZAngleToDir(vAimDir);
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}
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else
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{
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storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
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storage.mMovement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated
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}
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}
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return false;
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}
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void MWMechanics::AiCombat::updateLOS(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, MWMechanics::AiCombatStorage& storage)
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{
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static const float LOS_UPDATE_DURATION = 0.5f;
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if (storage.mUpdateLOSTimer <= 0.f)
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{
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storage.mLOS = MWBase::Environment::get().getWorld()->getLOS(actor, target);
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storage.mUpdateLOSTimer = LOS_UPDATE_DURATION;
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}
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else
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storage.mUpdateLOSTimer -= duration;
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}
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void MWMechanics::AiCombat::updateFleeing(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, MWMechanics::AiCombatStorage& storage)
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{
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static const float BLIND_RUN_DURATION = 1.0f;
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updateLOS(actor, target, duration, storage);
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AiCombatStorage::FleeState& state = storage.mFleeState;
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switch (state)
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{
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case AiCombatStorage::FleeState_None:
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return;
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case AiCombatStorage::FleeState_Idle:
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{
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float triggerDist = getMaxAttackDistance(target);
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if (storage.mLOS &&
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(triggerDist >= 1000 || getDistanceMinusHalfExtents(actor, target) <= triggerDist))
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{
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const ESM::Pathgrid* pathgrid =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*storage.mCell->getCell());
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bool runFallback = true;
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if (pathgrid && !actor.getClass().isPureWaterCreature(actor))
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{
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ESM::Pathgrid::PointList points;
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CoordinateConverter coords(storage.mCell->getCell());
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osg::Vec3f localPos = actor.getRefData().getPosition().asVec3();
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coords.toLocal(localPos);
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int closestPointIndex = PathFinder::GetClosestPoint(pathgrid, localPos);
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for (int i = 0; i < static_cast<int>(pathgrid->mPoints.size()); i++)
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{
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if (i != closestPointIndex && getPathGridGraph(storage.mCell).isPointConnected(closestPointIndex, i))
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{
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points.push_back(pathgrid->mPoints[static_cast<size_t>(i)]);
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}
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}
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if (!points.empty())
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{
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ESM::Pathgrid::Point dest = points[Misc::Rng::rollDice(points.size())];
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coords.toWorld(dest);
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state = AiCombatStorage::FleeState_RunToDestination;
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storage.mFleeDest = ESM::Pathgrid::Point(dest.mX, dest.mY, dest.mZ);
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runFallback = false;
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}
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}
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if (runFallback)
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{
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state = AiCombatStorage::FleeState_RunBlindly;
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storage.mFleeBlindRunTimer = 0.0f;
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}
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}
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}
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break;
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case AiCombatStorage::FleeState_RunBlindly:
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{
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// timer to prevent twitchy movement that can be observed in vanilla MW
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if (storage.mFleeBlindRunTimer < BLIND_RUN_DURATION)
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{
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storage.mFleeBlindRunTimer += duration;
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storage.mMovement.mRotation[2] = osg::PI + getZAngleToDir(target.getRefData().getPosition().asVec3()-actor.getRefData().getPosition().asVec3());
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storage.mMovement.mPosition[1] = 1;
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updateActorsMovement(actor, duration, storage);
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}
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else
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state = AiCombatStorage::FleeState_Idle;
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}
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break;
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case AiCombatStorage::FleeState_RunToDestination:
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{
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static const float fFleeDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fFleeDistance")->getFloat();
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float dist = (actor.getRefData().getPosition().asVec3() - target.getRefData().getPosition().asVec3()).length();
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if ((dist > fFleeDistance && !storage.mLOS)
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|| pathTo(actor, storage.mFleeDest, duration))
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{
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state = AiCombatStorage::FleeState_Idle;
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}
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}
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break;
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};
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}
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void AiCombat::updateActorsMovement(const MWWorld::Ptr& actor, float duration, AiCombatStorage& storage)
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{
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// apply combat movement
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MWMechanics::Movement& actorMovementSettings = actor.getClass().getMovementSettings(actor);
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actorMovementSettings.mPosition[0] = storage.mMovement.mPosition[0];
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actorMovementSettings.mPosition[1] = storage.mMovement.mPosition[1];
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actorMovementSettings.mPosition[2] = storage.mMovement.mPosition[2];
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rotateActorOnAxis(actor, 2, actorMovementSettings, storage.mMovement);
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rotateActorOnAxis(actor, 0, actorMovementSettings, storage.mMovement);
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}
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void AiCombat::rotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
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MWMechanics::Movement& actorMovementSettings, MWMechanics::Movement& desiredMovement)
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{
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actorMovementSettings.mRotation[axis] = 0;
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float& targetAngleRadians = desiredMovement.mRotation[axis];
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if (targetAngleRadians != 0)
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{
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if (smoothTurn(actor, targetAngleRadians, axis))
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{
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// actor now facing desired direction, no need to turn any more
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targetAngleRadians = 0;
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}
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}
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}
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int AiCombat::getTypeId() const
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{
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return TypeIdCombat;
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}
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unsigned int AiCombat::getPriority() const
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{
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return 1;
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}
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MWWorld::Ptr AiCombat::getTarget() const
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{
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return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
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}
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AiCombat *MWMechanics::AiCombat::clone() const
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{
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return new AiCombat(*this);
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}
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void AiCombat::writeState(ESM::AiSequence::AiSequence &sequence) const
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{
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std::unique_ptr<ESM::AiSequence::AiCombat> combat(new ESM::AiSequence::AiCombat());
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combat->mTargetActorId = mTargetActorId;
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ESM::AiSequence::AiPackageContainer package;
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package.mType = ESM::AiSequence::Ai_Combat;
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package.mPackage = combat.release();
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sequence.mPackages.push_back(package);
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}
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void AiCombatStorage::startCombatMove(bool isDistantCombat, float distToTarget, float rangeAttack, const MWWorld::Ptr& actor, const MWWorld::Ptr& target)
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{
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// get the range of the target's weapon
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MWWorld::Ptr targetWeapon = MWWorld::Ptr();
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const MWWorld::Class& targetClass = target.getClass();
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if (targetClass.hasInventoryStore(target))
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{
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MWMechanics::WeaponType weapType = WeapType_None;
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MWWorld::ContainerStoreIterator weaponSlot =
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MWMechanics::getActiveWeapon(targetClass.getCreatureStats(target), targetClass.getInventoryStore(target), &weapType);
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if (weapType != WeapType_PickProbe && weapType != WeapType_Spell && weapType != WeapType_None && weapType != WeapType_HandToHand)
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targetWeapon = *weaponSlot;
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}
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bool targetUsesRanged = false;
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float rangeAttackOfTarget = ActionWeapon(targetWeapon).getCombatRange(targetUsesRanged);
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if (mMovement.mPosition[0] || mMovement.mPosition[1])
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{
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mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
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mCombatMove = true;
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}
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// dodge movements (for NPCs and bipedal creatures)
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else if (actor.getClass().isBipedal(actor))
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{
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// apply sideway movement (kind of dodging) with some probability
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// if actor is within range of target's weapon
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if (distToTarget <= rangeAttackOfTarget && Misc::Rng::rollClosedProbability() < 0.25)
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{
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mMovement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f; // to the left/right
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mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
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mCombatMove = true;
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}
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}
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// Backing up behaviour
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// Actor backs up slightly further away than opponent's weapon range
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// (in vanilla - only as far as oponent's weapon range),
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// or not at all if opponent is using a ranged weapon
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if (isDistantCombat)
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{
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// actor should not back up into water
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if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.5f))
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return;
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if (!targetUsesRanged && distToTarget <= rangeAttackOfTarget*1.5) // Don't back up if the target is wielding ranged weapon
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mMovement.mPosition[1] = -1;
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}
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}
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void AiCombatStorage::updateCombatMove(float duration)
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{
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if (mCombatMove)
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{
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mTimerCombatMove -= duration;
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if (mTimerCombatMove <= 0)
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{
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stopCombatMove();
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}
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}
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}
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void AiCombatStorage::stopCombatMove()
|
|
{
|
|
mTimerCombatMove = 0;
|
|
mMovement.mPosition[1] = mMovement.mPosition[0] = 0;
|
|
mCombatMove = false;
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|
}
|
|
|
|
void AiCombatStorage::startAttackIfReady(const MWWorld::Ptr& actor, CharacterController& characterController,
|
|
const ESM::Weapon* weapon, bool distantCombat)
|
|
{
|
|
if (mReadyToAttack && characterController.readyToStartAttack())
|
|
{
|
|
if (mAttackCooldown <= 0)
|
|
{
|
|
mAttack = true; // attack starts just now
|
|
characterController.setAttackingOrSpell(true);
|
|
|
|
if (!distantCombat)
|
|
characterController.setAIAttackType(chooseBestAttack(weapon));
|
|
|
|
mStrength = Misc::Rng::rollClosedProbability();
|
|
|
|
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
|
|
|
|
float baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayCreature")->getFloat();
|
|
if (actor.getClass().isNpc())
|
|
{
|
|
baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayNPC")->getFloat();
|
|
|
|
//say a provoking combat phrase
|
|
int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt();
|
|
if (Misc::Rng::roll0to99() < chance)
|
|
{
|
|
MWBase::Environment::get().getDialogueManager()->say(actor, "attack");
|
|
}
|
|
}
|
|
mAttackCooldown = std::min(baseDelay + 0.01 * Misc::Rng::roll0to99(), baseDelay + 0.9);
|
|
}
|
|
else
|
|
mAttackCooldown -= AI_REACTION_TIME;
|
|
}
|
|
}
|
|
|
|
void AiCombatStorage::updateAttack(CharacterController& characterController)
|
|
{
|
|
if (mAttack && (characterController.getAttackStrength() >= mStrength || characterController.readyToPrepareAttack()))
|
|
{
|
|
mAttack = false;
|
|
}
|
|
characterController.setAttackingOrSpell(mAttack);
|
|
}
|
|
|
|
void AiCombatStorage::stopAttack()
|
|
{
|
|
mMovement.mPosition[0] = 0;
|
|
mMovement.mPosition[1] = 0;
|
|
mMovement.mPosition[2] = 0;
|
|
mReadyToAttack = false;
|
|
mAttack = false;
|
|
}
|
|
|
|
void AiCombatStorage::startFleeing()
|
|
{
|
|
stopFleeing();
|
|
mFleeState = FleeState_Idle;
|
|
}
|
|
|
|
void AiCombatStorage::stopFleeing()
|
|
{
|
|
mMovement.mPosition[0] = 0;
|
|
mMovement.mPosition[1] = 0;
|
|
mMovement.mPosition[2] = 0;
|
|
mFleeState = FleeState_None;
|
|
mFleeDest = ESM::Pathgrid::Point(0, 0, 0);
|
|
}
|
|
|
|
bool AiCombatStorage::isFleeing()
|
|
{
|
|
return mFleeState != FleeState_None;
|
|
}
|
|
}
|
|
|
|
|
|
namespace
|
|
{
|
|
|
|
std::string chooseBestAttack(const ESM::Weapon* weapon)
|
|
{
|
|
std::string attackType;
|
|
|
|
if (weapon != NULL)
|
|
{
|
|
//the more damage attackType deals the more probability it has
|
|
int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
|
|
int chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1])/2;
|
|
int thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1])/2;
|
|
|
|
float roll = Misc::Rng::rollClosedProbability() * (slash + chop + thrust);
|
|
if(roll <= slash)
|
|
attackType = "slash";
|
|
else if(roll <= (slash + thrust))
|
|
attackType = "thrust";
|
|
else
|
|
attackType = "chop";
|
|
}
|
|
else
|
|
MWMechanics::CharacterController::setAttackTypeRandomly(attackType);
|
|
|
|
return attackType;
|
|
}
|
|
|
|
osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos,
|
|
float duration, int weapType, float strength)
|
|
{
|
|
float projSpeed;
|
|
|
|
// get projectile speed (depending on weapon type)
|
|
if (weapType == ESM::Weapon::MarksmanThrown)
|
|
{
|
|
static float fThrownWeaponMinSpeed =
|
|
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fThrownWeaponMinSpeed")->getFloat();
|
|
static float fThrownWeaponMaxSpeed =
|
|
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fThrownWeaponMaxSpeed")->getFloat();
|
|
|
|
projSpeed =
|
|
fThrownWeaponMinSpeed + (fThrownWeaponMaxSpeed - fThrownWeaponMinSpeed) * strength;
|
|
}
|
|
else
|
|
{
|
|
static float fProjectileMinSpeed =
|
|
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fProjectileMinSpeed")->getFloat();
|
|
static float fProjectileMaxSpeed =
|
|
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fProjectileMaxSpeed")->getFloat();
|
|
|
|
projSpeed =
|
|
fProjectileMinSpeed + (fProjectileMaxSpeed - fProjectileMinSpeed) * strength;
|
|
}
|
|
|
|
// idea: perpendicular to dir to target speed components of target move vector and projectile vector should be the same
|
|
|
|
osg::Vec3f vTargetPos = target.getRefData().getPosition().asVec3();
|
|
osg::Vec3f vDirToTarget = MWBase::Environment::get().getWorld()->aimToTarget(actor, target);
|
|
float distToTarget = vDirToTarget.length();
|
|
|
|
osg::Vec3f vTargetMoveDir = vTargetPos - vLastTargetPos;
|
|
vTargetMoveDir /= duration; // |vTargetMoveDir| is target real speed in units/sec now
|
|
|
|
osg::Vec3f vPerpToDir = vDirToTarget ^ osg::Vec3f(0,0,1); // cross product
|
|
|
|
vPerpToDir.normalize();
|
|
osg::Vec3f vDirToTargetNormalized = vDirToTarget;
|
|
vDirToTargetNormalized.normalize();
|
|
|
|
// dot product
|
|
float velPerp = vTargetMoveDir * vPerpToDir;
|
|
float velDir = vTargetMoveDir * vDirToTargetNormalized;
|
|
|
|
// time to collision between target and projectile
|
|
float t_collision;
|
|
|
|
float projVelDirSquared = projSpeed * projSpeed - velPerp * velPerp;
|
|
|
|
osg::Vec3f vTargetMoveDirNormalized = vTargetMoveDir;
|
|
vTargetMoveDirNormalized.normalize();
|
|
|
|
float projDistDiff = vDirToTarget * vTargetMoveDirNormalized; // dot product
|
|
projDistDiff = std::sqrt(distToTarget * distToTarget - projDistDiff * projDistDiff);
|
|
|
|
if (projVelDirSquared > 0)
|
|
t_collision = projDistDiff / (std::sqrt(projVelDirSquared) - velDir);
|
|
else t_collision = 0; // speed of projectile is not enough to reach moving target
|
|
|
|
return vDirToTarget + vTargetMoveDir * t_collision;
|
|
}
|
|
|
|
}
|