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@ -39,46 +39,42 @@ namespace MWMechanics
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if(!MWBase::Environment::get().getWindowManager()->isGuiMode())
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{
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// AI
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if(MWBase::Environment::get().getMechanicsManager())//check MechanismsManager is already created
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if(MWBase::Environment::get().getMechanicsManager()->isAIActive())
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{
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if(MWBase::Environment::get().getMechanicsManager()->isAIActive())//MWBase::Environment::get().getMechanicsManager()->isAIActive())
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CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
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//engage combat or not?
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if(ptr != MWBase::Environment::get().getWorld()->getPlayer().getPlayer() && !creatureStats.isHostile())
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{
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CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
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if(ptr != MWBase::Environment::get().getWorld()->getPlayer().getPlayer()) MWBase::Environment::get().getMechanicsManager()->restoreDynamicStats();
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//engage combat or not?
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if(ptr != MWBase::Environment::get().getWorld()->getPlayer().getPlayer() && !creatureStats.isHostile())
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ESM::Position playerpos = MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getRefData().getPosition();
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ESM::Position actorpos = ptr.getRefData().getPosition();
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float d = sqrt((actorpos.pos[0] - playerpos.pos[0])*(actorpos.pos[0] - playerpos.pos[0])
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+(actorpos.pos[1] - playerpos.pos[1])*(actorpos.pos[1] - playerpos.pos[1])
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+(actorpos.pos[2] - playerpos.pos[2])*(actorpos.pos[2] - playerpos.pos[2]));
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float fight = ptr.getClass().getCreatureStats(ptr).getAiSetting(1);
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float disp = 100; //creatures don't have disposition, so set it to 100 by default
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if(ptr.getTypeName() == typeid(ESM::NPC).name())
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{
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ESM::Position playerpos = MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getRefData().getPosition();
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ESM::Position actorpos = ptr.getRefData().getPosition();
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float d = sqrt((actorpos.pos[0] - playerpos.pos[0])*(actorpos.pos[0] - playerpos.pos[0])
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+(actorpos.pos[1] - playerpos.pos[1])*(actorpos.pos[1] - playerpos.pos[1])
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+(actorpos.pos[2] - playerpos.pos[2])*(actorpos.pos[2] - playerpos.pos[2]));
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float fight = ptr.getClass().getCreatureStats(ptr).getAiSetting(1);
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float disp = 100; //creatures don't have disposition, so set it to 100 by default
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if(ptr.getTypeName() == typeid(ESM::NPC).name())
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{
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disp = MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(ptr);
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}
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bool LOS = MWBase::Environment::get().getWorld()->getLOS(ptr,MWBase::Environment::get().getWorld()->getPlayer().getPlayer());
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if( ( (fight == 100 )
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|| (fight >= 95 && d <= 3000)
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|| (fight >= 90 && d <= 2000)
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|| (fight >= 80 && d <= 1000)
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|| (fight >= 80 && disp <= 40)
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|| (fight >= 70 && disp <= 35 && d <= 1000)
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|| (fight >= 60 && disp <= 30 && d <= 1000)
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|| (fight >= 50 && disp == 0)
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|| (fight >= 40 && disp <= 10 && d <= 500) )
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&& LOS
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)
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{
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creatureStats.getAiSequence().stack(AiCombat("player"));
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creatureStats.setHostile(true);
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}
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disp = MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(ptr);
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}
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bool LOS = MWBase::Environment::get().getWorld()->getLOS(ptr,MWBase::Environment::get().getWorld()->getPlayer().getPlayer());
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if( ( (fight == 100 )
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|| (fight >= 95 && d <= 3000)
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|| (fight >= 90 && d <= 2000)
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|| (fight >= 80 && d <= 1000)
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|| (fight >= 80 && disp <= 40)
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|| (fight >= 70 && disp <= 35 && d <= 1000)
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|| (fight >= 60 && disp <= 30 && d <= 1000)
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|| (fight >= 50 && disp == 0)
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|| (fight >= 40 && disp <= 10 && d <= 500) )
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&& LOS
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)
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{
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creatureStats.getAiSequence().stack(AiCombat("player"));
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creatureStats.setHostile(true);
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}
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creatureStats.getAiSequence().execute (ptr,duration);
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}
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creatureStats.getAiSequence().execute (ptr,duration);
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}
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// fatigue restoration
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@ -212,6 +208,7 @@ namespace MWMechanics
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stat.setModifier(effects.get(EffectKey(ESM::MagicEffect::FortifyHealth+i)).mMagnitude -
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effects.get(EffectKey(ESM::MagicEffect::DrainHealth+i)).mMagnitude);
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float currentDiff = creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::RestoreHealth+i)).mMagnitude
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- creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::DamageHealth+i)).mMagnitude
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- creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::AbsorbHealth)).mMagnitude;
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