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This commit is contained in:
Allofich 2016-12-26 02:03:17 +09:00
parent e10c4d8814
commit 5a6ea4e84e

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@ -287,10 +287,12 @@ namespace MWMechanics
void Actors::engageCombat (const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, bool againstPlayer) void Actors::engageCombat (const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, bool againstPlayer)
{ {
CreatureStats& creatureStats = actor1.getClass().getCreatureStats(actor1); const CreatureStats& creatureStats1 = actor1.getClass().getCreatureStats(actor1);
if (creatureStats1.getAiSequence().isInCombat(actor2))
return;
if (actor2.getClass().getCreatureStats(actor2).isDead() const CreatureStats& creatureStats2 = actor2.getClass().getCreatureStats(actor2);
|| actor1.getClass().getCreatureStats(actor1).isDead()) if (creatureStats1.isDead() || creatureStats2.isDead())
return; return;
const ESM::Position& actor1Pos = actor1.getRefData().getPosition(); const ESM::Position& actor1Pos = actor1.getRefData().getPosition();
@ -299,27 +301,25 @@ namespace MWMechanics
if (sqrDist > sqrAiProcessingDistance) if (sqrDist > sqrAiProcessingDistance)
return; return;
// no combat for totally static creatures (they have no movement or attack animations anyway) // No combat for totally static creatures
if (!actor1.getClass().isMobile(actor1)) if (!actor1.getClass().isMobile(actor1))
return; return;
const std::list<MWWorld::Ptr>& playerFollowersAndEscorters = getActorsSidingWith(getPlayer());
bool aggressive = false; bool aggressive = false;
// start combat if target actor is in combat with one of our followers // Start combat if target actor is in combat with one of our followers or escorters
const std::list<MWWorld::Ptr>& followers = getActorsSidingWith(actor1); const std::list<MWWorld::Ptr>& followersAndEscorters = getActorsSidingWith(actor1);
const CreatureStats& creatureStats2 = actor2.getClass().getCreatureStats(actor2); for (std::list<MWWorld::Ptr>::const_iterator it = followersAndEscorters.begin(); it != followersAndEscorters.end(); ++it)
for (std::list<MWWorld::Ptr>::const_iterator it = followers.begin(); it != followers.end(); ++it)
{ {
// need to check both ways since player doesn't use AI packages // Need to check both ways since player doesn't use AI packages
if ((creatureStats2.getAiSequence().isInCombat(*it) if ((creatureStats2.getAiSequence().isInCombat(*it)
|| it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(actor2)) || it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(actor2))
&& !creatureStats.getAiSequence().isInCombat(*it)) && !creatureStats1.getAiSequence().isInCombat(*it))
aggressive = true; aggressive = true;
} }
// start combat if target actor is in combat with someone we are following // Start combat if target actor is in combat with someone we are following through a follow package
for (std::list<MWMechanics::AiPackage*>::const_iterator it = creatureStats.getAiSequence().begin(); it != creatureStats.getAiSequence().end(); ++it) for (std::list<MWMechanics::AiPackage*>::const_iterator it = creatureStats1.getAiSequence().begin(); it != creatureStats1.getAiSequence().end(); ++it)
{ {
if (!(*it)->sideWithTarget()) if (!(*it)->sideWithTarget())
continue; continue;
@ -329,26 +329,23 @@ namespace MWMechanics
if (followTarget.isEmpty()) if (followTarget.isEmpty())
continue; continue;
if (creatureStats.getAiSequence().isInCombat(followTarget)) if (creatureStats1.getAiSequence().isInCombat(followTarget))
continue; continue;
// need to check both ways since player doesn't use AI packages // Need to check both ways since player doesn't use AI packages
if (creatureStats2.getAiSequence().isInCombat(followTarget) if (creatureStats2.getAiSequence().isInCombat(followTarget)
|| followTarget.getClass().getCreatureStats(followTarget).getAiSequence().isInCombat(actor2)) || followTarget.getClass().getCreatureStats(followTarget).getAiSequence().isInCombat(actor2))
aggressive = true; aggressive = true;
} }
// pure water creatures won't try to fight with the target on the ground // Otherwise, don't initiate combat with an unreachable target
// except that creature is already hostile if (!aggressive && !MWMechanics::canFight(actor1,actor2))
if (!aggressive && (againstPlayer || !creatureStats.getAiSequence().isInCombat())
&& !MWMechanics::canFight(actor1,actor2)) // creature can't swim to target
{
return; return;
}
if (!aggressive && againstPlayer || std::find(playerFollowersAndEscorters.begin(), playerFollowersAndEscorters.end(), actor2) != playerFollowersAndEscorters.end()) const std::list<MWWorld::Ptr>& playerFollowersAndEscorters = getActorsSidingWith(getPlayer());
if (!aggressive && (againstPlayer || std::find(playerFollowersAndEscorters.begin(), playerFollowersAndEscorters.end(), actor2) != playerFollowersAndEscorters.end()))
{ {
// Player followers and escorters with high fight should not initiate combat with the player or with // Player followers and escorters with high fight should not initiate combat here with the player or with
// other player followers or escorters // other player followers or escorters
if (std::find(playerFollowersAndEscorters.begin(), playerFollowersAndEscorters.end(), actor1) != playerFollowersAndEscorters.end()) if (std::find(playerFollowersAndEscorters.begin(), playerFollowersAndEscorters.end(), actor1) != playerFollowersAndEscorters.end())
return; return;
@ -360,12 +357,12 @@ namespace MWMechanics
// Make guards fight aggressive creatures // Make guards fight aggressive creatures
if (!actor1.getClass().isNpc() && actor2.getClass().isClass(actor2, "Guard")) if (!actor1.getClass().isNpc() && actor2.getClass().isClass(actor2, "Guard"))
{ {
if (creatureStats.getAiSequence().isInCombat() && MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2)) if (creatureStats1.getAiSequence().isInCombat() && MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2))
aggressive = true; aggressive = true;
} }
} }
if(aggressive) if (aggressive)
{ {
bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor1, actor2); bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor1, actor2);