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Feature 1314: make npc fight creatures
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parent
725f6cac5e
commit
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6 changed files with 187 additions and 62 deletions
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@ -178,55 +178,66 @@ namespace MWMechanics
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calculateDynamicStats (ptr);
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calculateCreatureStatModifiers (ptr, duration);
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// AI
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if(MWBase::Environment::get().getMechanicsManager()->isAIActive())
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{
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CreatureStats& creatureStats = MWWorld::Class::get(ptr).getCreatureStats(ptr);
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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//engage combat or not?
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if(ptr != player && !creatureStats.isHostile())
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{
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ESM::Position playerpos = player.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(CreatureStats::AI_Fight).getModified();
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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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)
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{
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bool LOS = MWBase::Environment::get().getWorld()->getLOS(ptr,player)
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&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr);
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if (LOS)
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{
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MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, player);
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}
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}
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}
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updateCrimePersuit(ptr, duration);
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creatureStats.getAiSequence().execute (ptr,duration);
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}
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// fatigue restoration
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calculateRestoration(ptr, duration, false);
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}
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void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration, bool paused)
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void Actors::engageCombat (const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, bool againstPlayer)
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{
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if(!paused)
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CreatureStats& creatureStats = MWWorld::Class::get(actor1).getCreatureStats(actor1);
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if (againstPlayer && creatureStats.isHostile()) return; // already fighting against player
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float fight;
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if (againstPlayer)
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fight = actor1.getClass().getCreatureStats(actor1).getAiSetting(CreatureStats::AI_Fight).getModified();
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else
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{
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fight = 0;
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// if one of actors is creature then we should make a decision to start combat or not
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// NOTE: function doesn't take into account combat between 2 creatures
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if (!actor1.getClass().isNpc())
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{
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// if creature is hostile then it is necessarily to start combat
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if (creatureStats.isHostile()) fight = 100;
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else fight = creatureStats.getAiSetting(CreatureStats::AI_Fight).getModified();
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}
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}
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ESM::Position actor1Pos = actor1.getRefData().getPosition();
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ESM::Position actor2Pos = actor2.getRefData().getPosition();
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float d = Ogre::Vector3(actor1Pos.pos).distance(Ogre::Vector3(actor2Pos.pos));
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if( (fight == 100 && d <= 5000)
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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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{
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if (againstPlayer || actor2.getClass().getCreatureStats(actor2).getAiSequence().canAddTarget(actor2Pos, d))
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{
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bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor1, actor2);
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if (againstPlayer) LOS &= MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor2, actor1);
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if (LOS)
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{
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MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2);
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if (!againstPlayer) // start combat between each other
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{
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MWBase::Environment::get().getMechanicsManager()->startCombat(actor2, actor1);
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}
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}
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}
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}
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}
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void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration)
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{
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updateDrowning(ptr, duration);
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calculateNpcStatModifiers(ptr);
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updateEquippedLight(ptr, duration);
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}
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}
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void Actors::adjustMagicEffects (const MWWorld::Ptr& creature)
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{
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@ -830,10 +841,24 @@ namespace MWMechanics
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}
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}
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static Ogre::Vector3 sBasePoint;
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bool comparePtrDist (const MWWorld::Ptr& ptr1, const MWWorld::Ptr& ptr2)
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{
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return (sBasePoint.squaredDistance(Ogre::Vector3(ptr1.getRefData().getPosition().pos))
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< sBasePoint.squaredDistance(Ogre::Vector3(ptr2.getRefData().getPosition().pos)));
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}
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void Actors::update (float duration, bool paused)
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{
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if(!paused)
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{
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std::list<MWWorld::Ptr> listGuards; // at the moment only guards certainly will fight with creatures
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static float timerUpdateAITargets = 0;
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// target lists get updated once every 1.0 sec
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if (timerUpdateAITargets >= 1.0f) timerUpdateAITargets = 0;
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// Reset data from previous frame
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for (PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
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{
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@ -841,19 +866,54 @@ namespace MWMechanics
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// Note, the new hit object for this frame may be set by CharacterController::update -> Animation::runAnimation
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// (below)
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iter->first.getClass().getCreatureStats(iter->first).setLastHitObject(std::string());
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// add guards to list to later make them fight with creatures
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if (timerUpdateAITargets == 0 && iter->first.getClass().isClass(iter->first, "Guard"))
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listGuards.push_back(iter->first);
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}
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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listGuards.push_back(player);
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// AI and magic effects update
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for(PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
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{
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if (!iter->first.getClass().getCreatureStats(iter->first).isDead())
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{
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updateActor(iter->first, duration);
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if (MWBase::Environment::get().getMechanicsManager()->isAIActive())
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{
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// make guards and creatures fight each other
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if (timerUpdateAITargets == 0 && !iter->first.getClass().isNpc() && !listGuards.empty())
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{
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//findNthClosest
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sBasePoint = Ogre::Vector3(iter->first.getRefData().getPosition().pos);
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listGuards.sort(comparePtrDist); // try to engage combat starting from the nearest creature
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for (std::list<MWWorld::Ptr>::const_iterator it = listGuards.cbegin(); it != listGuards.cend(); ++it)
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{
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engageCombat(iter->first, *it, false);
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}
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}
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if (iter->first != player) engageCombat(iter->first, player, true);
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if (iter->first.getClass().isNpc() && iter->first != player)
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updateCrimePersuit(iter->first, duration);
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if (iter->first != player)
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iter->first.getClass().getCreatureStats(iter->first).getAiSequence().execute(iter->first, duration);
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}
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if(iter->first.getTypeName() == typeid(ESM::NPC).name())
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updateNpc(iter->first, duration, paused);
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updateNpc(iter->first, duration);
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}
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}
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timerUpdateAITargets += duration;
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// Looping magic VFX update
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// Note: we need to do this before any of the animations are updated.
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// Reaching the text keys may trigger Hit / Spellcast (and as such, particles),
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@ -872,7 +932,7 @@ namespace MWMechanics
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}
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// Kill dead actors, update some variables
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for (PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();iter++)
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for(PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
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{
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const MWWorld::Class &cls = MWWorld::Class::get(iter->first);
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CreatureStats &stats = cls.getCreatureStats(iter->first);
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@ -945,7 +1005,6 @@ namespace MWMechanics
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}
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// if player is in sneak state see if anyone detects him
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const MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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if (player.getClass().getCreatureStats(player).getMovementFlag(MWMechanics::CreatureStats::Flag_Sneak))
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{
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const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
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@ -1075,9 +1134,7 @@ namespace MWMechanics
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if(!stats.isDead() && stats.getAiSequence().getTypeId() == AiPackage::TypeIdCombat)
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{
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MWMechanics::AiCombat* package = static_cast<MWMechanics::AiCombat*>(stats.getAiSequence().getActivePackage());
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// TODO: This is wrong! It's comparing Ref IDs with Ogre handles. The only case where this (coincidentally) works is the player.
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// possibly applies to other code using getTargetId.
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if(package->getTargetId() == actor.getCellRef().mRefID)
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if(package->getTarget() == actor)
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list.push_front(*iter);
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}
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}
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@ -27,7 +27,7 @@ namespace MWMechanics
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{
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std::map<std::string, int> mDeathCount;
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void updateNpc(const MWWorld::Ptr &ptr, float duration, bool paused);
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void updateNpc(const MWWorld::Ptr &ptr, float duration);
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void adjustMagicEffects (const MWWorld::Ptr& creature);
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@ -81,6 +81,12 @@ namespace MWMechanics
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///< This function is normally called automatically during the update process, but it can
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/// also be called explicitly at any time to force an update.
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/** Start combat between two actors
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@Notes: If againstPlayer = true then actor2 should be the Player.
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If one of the combatants is creature it should be actor1.
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*/
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void engageCombat(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, bool againstPlayer);
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void restoreDynamicStats(bool sleep);
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///< If the player is sleeping, this should be called every hour.
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@ -149,11 +149,8 @@ namespace MWMechanics
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bool AiCombat::execute (const MWWorld::Ptr& actor,float duration)
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{
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//General description
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if(!actor.getClass().getCreatureStats(actor).isHostile()
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|| actor.getClass().getCreatureStats(actor).getHealth().getCurrent() <= 0)
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return true;
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if(mTarget.getClass().getCreatureStats(mTarget).isDead())
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if(actor.getClass().getCreatureStats(actor).isDead()
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|| mTarget.getClass().getCreatureStats(mTarget).isDead() )
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return true;
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//Update every frame
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@ -627,9 +624,9 @@ namespace MWMechanics
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return 1;
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}
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const std::string &AiCombat::getTargetId() const
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const MWWorld::Ptr &AiCombat::getTarget() const
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{
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return mTarget.getRefData().getHandle();
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return mTarget;
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}
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@ -28,7 +28,7 @@ namespace MWMechanics
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virtual unsigned int getPriority() const;
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const std::string &getTargetId() const;
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const MWWorld::Ptr &getTarget() const;
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private:
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PathFinder mPathFinder;
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@ -61,7 +61,35 @@ bool MWMechanics::AiSequence::getCombatTarget(std::string &targetActorId) const
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if (getTypeId() != AiPackage::TypeIdCombat)
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return false;
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const AiCombat *combat = static_cast<const AiCombat *>(mPackages.front());
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targetActorId = combat->getTargetId();
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targetActorId = combat->getTarget().getRefData().getHandle();
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return true;
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}
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bool MWMechanics::AiSequence::canAddTarget(const ESM::Position& actorPos, float distToTarget) const
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{
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bool firstCombatFound = false;
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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for(std::list<AiPackage*>::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it)
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{
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if ((*it)->getTypeId() == AiPackage::TypeIdCombat)
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{
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firstCombatFound = true;
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const AiCombat *combat = static_cast<const AiCombat *>(*it);
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if (combat->getTarget() != player) return false; // only 1 non-player target allowed
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else
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{
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// add new target only if current target (player) is farther
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ESM::Position &targetPos = combat->getTarget().getRefData().getPosition();
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float distToCurrTarget = (Ogre::Vector3(targetPos.pos) - Ogre::Vector3(actorPos.pos)).length();
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return (distToCurrTarget > distToTarget);
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}
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}
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else if (firstCombatFound) break; // assumes combat packages go one-by-one in packages list
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}
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return true;
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}
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@ -96,6 +124,40 @@ void MWMechanics::AiSequence::execute (const MWWorld::Ptr& actor,float duration)
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{
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MWMechanics::AiPackage* package = mPackages.front();
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mLastAiPackage = package->getTypeId();
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// if active package is combat one, choose nearest target
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if (mLastAiPackage == AiPackage::TypeIdCombat)
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{
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std::list<AiPackage *>::const_iterator itActualCombat;
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float nearestDist = std::numeric_limits<float>::max();
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Ogre::Vector3 vActorPos = Ogre::Vector3(actor.getRefData().getPosition().pos);
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const AiCombat *package;
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for(std::list<AiPackage *>::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it)
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{
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package = static_cast<const AiCombat *>(*it);
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if ((*it)->getTypeId() != AiPackage::TypeIdCombat) break;
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ESM::Position &targetPos = package->getTarget().getRefData().getPosition();
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float distTo = (Ogre::Vector3(targetPos.pos) - vActorPos).length();
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if (distTo < nearestDist)
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{
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nearestDist = distTo;
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itActualCombat = it;
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}
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}
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if (mPackages.cbegin() != itActualCombat)
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{
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// move combat package with nearest target to the front
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mPackages.splice(mPackages.begin(), mPackages, itActualCombat);
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}
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}
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if (package->execute (actor,duration))
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{
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// To account for the rare case where AiPackage::execute() queued another AI package
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@ -47,6 +47,9 @@ namespace MWMechanics
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///< Return true and assign target if combat package is currently
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/// active, return false otherwise
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bool canAddTarget(const ESM::Position& actorPos, float distToTarget) const;
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///< Function assumes that actor can have only 1 target apart player
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void stopCombat();
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///< Removes all combat packages until first non-combat or stack empty.
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