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Move code to seperate functions for reusability

This commit is contained in:
James Carty 2018-08-16 00:26:02 +01:00
parent 52d4e25314
commit 6889432030
4 changed files with 31 additions and 16 deletions

View file

@ -19,6 +19,7 @@
#include "aicombataction.hpp"
#include "aipursue.hpp"
#include "actorutil.hpp"
#include "../mwworld/class.hpp"
namespace MWMechanics
{
@ -122,6 +123,20 @@ bool AiSequence::isInCombat() const
return false;
}
bool AiSequence::isEngagedWithActor() const
{
bool isFightingNpc = false;
for (std::list<AiPackage *>::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it)
{
if ((*it)->getTypeId() == AiPackage::TypeIdCombat)
{
MWWorld::Ptr target2 = (*it)->getTarget();
if (!target2.isEmpty() && target2.getClass().isNpc())
isFightingNpc = true;
}
}
}
bool AiSequence::hasPackage(int typeId) const
{
for (std::list<AiPackage*>::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it)

View file

@ -88,6 +88,9 @@ namespace MWMechanics
/// Is there any combat package?
bool isInCombat () const;
/// Are we in combat with any other actor, who's also engaging us?
bool isEngagedWithActor () const;
/// Does this AI sequence have the given package type?
bool hasPackage(int typeId) const;

View file

@ -1460,24 +1460,11 @@ namespace MWMechanics
}
}
// Attacking an NPC that is already in combat with any other NPC is not a crime
AiSequence& seq = statsTarget.getAiSequence();
bool isFightingNpc = false;
for (std::list<AiPackage*>::const_iterator it = seq.begin(); it != seq.end(); ++it)
{
if ((*it)->getTypeId() == AiPackage::TypeIdCombat)
{
MWWorld::Ptr target2 = (*it)->getTarget();
if (!target2.isEmpty() && target2.getClass().isNpc())
isFightingNpc = true;
}
}
if (target.getClass().isNpc() && !attacker.isEmpty() && !seq.isInCombat(attacker)
&& !isAggressive(target, attacker) && !isFightingNpc
&& !target.getClass().getCreatureStats(target).getAiSequence().hasPackage(AiPackage::TypeIdPursue))
if (canCommitCrimeAgainst(target, attacker))
commitCrime(attacker, target, MWBase::MechanicsManager::OT_Assault);
AiSequence& seq = statsTarget.getAiSequence();
if (!attacker.isEmpty() && (attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(target)
|| attacker == getPlayer())
&& !seq.isInCombat(attacker))
@ -1504,6 +1491,14 @@ namespace MWMechanics
return true;
}
bool MechanicsManager::canCommitCrimeAgainst(const MWWorld::Ptr &target, const MWWorld::Ptr &attacker)
{
MWMechanics::AiSequence seq = target.getClass().getCreatureStats(target).getAiSequence();
return target.getClass().isNpc() && !attacker.isEmpty() && !seq.isInCombat(attacker)
&& !isAggressive(target, attacker) && !seq.isEngagedWithActor()
&& !target.getClass().getCreatureStats(target).getAiSequence().hasPackage(AiPackage::TypeIdPursue);
}
void MechanicsManager::actorKilled(const MWWorld::Ptr &victim, const MWWorld::Ptr &attacker)
{
if (attacker.isEmpty() || victim.isEmpty())

View file

@ -132,6 +132,8 @@ namespace MWMechanics
/// @note No-op for non-player attackers
virtual void actorKilled (const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker);
virtual bool canCommitCrimeAgainst(const MWWorld::Ptr& victim, const MWWorld::Ptr& attacker);
/// Utility to check if taking this item is illegal and calling commitCrime if so
/// @param container The container the item is in; may be empty for an item in the world
virtual void itemTaken (const MWWorld::Ptr& ptr, const MWWorld::Ptr& item, const MWWorld::Ptr& container,