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openmw-tes3mp/apps/openmw/mwvr/realisticcombat.cpp

324 lines
9.3 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";
}
}
static const char* swingTypeToString(int type)
{
switch (type)
{
case ESM::Weapon::AT_Chop:
return "Chop";
case ESM::Weapon::AT_Slash:
return "Slash";
case ESM::Weapon::AT_Thrust:
return "Thrust";
case -1:
return "Fail";
default:
return "Invalid";
}
}
StateMachine::StateMachine(MWWorld::Ptr ptr) : ptr(ptr) {}
bool StateMachine::canSwing()
{
if (swingType >= 0)
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)
{
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;
}
static bool isSideSwingValidForWeapon(int type)
{
switch (type)
{
case ESM::Weapon::HandToHand:
case ESM::Weapon::BluntOneHand:
case ESM::Weapon::BluntTwoClose:
case ESM::Weapon::BluntTwoWide:
case ESM::Weapon::SpearTwoWide:
return true;
case ESM::Weapon::ShortBladeOneHand:
case ESM::Weapon::LongBladeOneHand:
case ESM::Weapon::LongBladeTwoHand:
case ESM::Weapon::AxeOneHand:
case ESM::Weapon::AxeTwoHand:
default:
return false;
}
}
void StateMachine::update(float dt, bool enabled)
{
auto* session = Environment::get().getSession();
auto* world = MWBase::Environment::get().getWorld();
auto& predictedPoses = session->predictedPoses(VRSession::FramePhase::Update);
auto& handPose = predictedPoses.hands[(int)MWVR::Side::RIGHT_HAND];
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 };
// Slash and Chop are vertical, relative to the orientation of the weapon (direction of the sharp edge / hammer)
osg::Vec3 slashChopDirection = weaponDir * osg::Vec3{ 0,0,1 };
// Side direction of the weapon (i.e. The blunt side of the sword)
osg::Vec3 sideDirection = weaponDir * osg::Vec3{ 1,0,0 };
// Next determine current hand movement
// If tracking is lost, openxr will return a position of 0
// So i reset position when tracking is re-acquired to avoid a superspeed strike.
// 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;
osg::Vec3 swingDirection = swingVector;
swingDirection.normalize();
// Compute swing velocities
// Thrust follows the orientation of the weapon. Negative thrust = no attack.
thrustVelocity = swingVector * thrustDirection;
velocity = swingVector.length();
if (isSideSwingValidForWeapon(weaponType))
{
// Compute velocity in the plane normal to the thrust direction.
float thrustComponent = std::abs(thrustVelocity / velocity);
float planeComponent = std::sqrt(1 - thrustComponent * thrustComponent);
slashChopVelocity = velocity * planeComponent;
sideVelocity = -1000.f;
}
else
{
// If side swing is not valid for the weapon, count slash/chop only along in
// the direction of the weapon's edge.
slashChopVelocity = std::abs(swingVector * slashChopDirection);
sideVelocity = std::abs(swingVector * sideDirection);
}
float orientationVerticality = std::abs(thrustDirection * osg::Vec3{ 0,0,1 });
float swingVerticality = std::abs(swingDirection * osg::Vec3{ 0,0,1 });
// Pick swing type based on greatest current velocity
// Note i use abs() of thrust velocity to prevent accidentally triggering
// chop/slash when player is withdrawing the weapon.
if (sideVelocity > std::abs(thrustVelocity) && sideVelocity > slashChopVelocity)
{
// Player is swinging with the "blunt" side of a weapon that
// cannot be used that way.
swingType = -1;
}
else if (std::abs(thrustVelocity) > slashChopVelocity)
{
swingType = ESM::Weapon::AT_Thrust;
}
else
{
// First check if the weapon is pointing upwards. In which case slash is not
// applicable, and the attack must be a chop.
if (orientationVerticality > 0.707)
swingType = ESM::Weapon::AT_Chop;
else
{
// Next check if the swing is more horizontal or vertical. A slash
// would be more horizontal.
if(swingVerticality > 0.707)
swingType = ESM::Weapon::AT_Chop;
else
swingType = ESM::Weapon::AT_Slash;
}
}
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;
Log(Debug::Verbose) << "Swing: " << swingTypeToString(swingType);
}
}
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;
}
}}