Merge branch 'friendlyhit' into 'master'

Correct friendly fire reaction for different damage sources (bug #7646)

Closes #7646

See merge request OpenMW/openmw!3694
macos_ci_fix
psi29a 5 months ago
commit 7647af6e4e

@ -103,6 +103,7 @@
Bug #7641: loopgroup loops the animation one time too many for actors
Bug #7642: Items in repair and recharge menus aren't sorted alphabetically
Bug #7643: Can't enchant items with constant effect on self magic effects for non-player character
Bug #7646: Follower voices pain sounds when attacked with magic
Bug #7647: NPC walk cycle bugs after greeting player
Bug #7654: Tooltips for enchantments with invalid effects cause crashes
Bug #7660: Some inconsistencies regarding Invisibility breaking

@ -69,7 +69,8 @@ namespace MWBase
// TODO: notify LuaManager about other events
// virtual void objectOnHit(const MWWorld::Ptr &ptr, float damage, bool ishealth, const MWWorld::Ptr &object,
// const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful) = 0;
// const MWWorld::Ptr &attacker, const osg::Vec3f &hitPosition, bool successful,
// DamageSourceType sourceType) = 0;
struct InputEvent
{

@ -284,7 +284,8 @@ namespace MWClass
if (!success)
{
victim.getClass().onHit(victim, 0.0f, false, MWWorld::Ptr(), ptr, osg::Vec3f(), false);
victim.getClass().onHit(
victim, 0.0f, false, MWWorld::Ptr(), ptr, osg::Vec3f(), false, MWMechanics::DamageSourceType::Melee);
MWMechanics::reduceWeaponCondition(0.f, false, weapon, ptr);
return;
}
@ -345,24 +346,35 @@ namespace MWClass
MWMechanics::diseaseContact(victim, ptr);
victim.getClass().onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
victim.getClass().onHit(
victim, damage, healthdmg, weapon, ptr, hitPosition, true, MWMechanics::DamageSourceType::Melee);
}
void Creature::onHit(const MWWorld::Ptr& ptr, float damage, bool ishealth, const MWWorld::Ptr& object,
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful,
const MWMechanics::DamageSourceType sourceType) const
{
MWMechanics::CreatureStats& stats = getCreatureStats(ptr);
// Self defense
bool setOnPcHitMe = true;
// NOTE: 'object' and/or 'attacker' may be empty.
if (!attacker.isEmpty() && attacker.getClass().isActor() && !stats.getAiSequence().isInCombat(attacker))
{
stats.setAttacked(true);
// Self defense
bool setOnPcHitMe = true; // Note OnPcHitMe is not set for friendly hits.
// No retaliation for totally static creatures (they have no movement or attacks anyway)
if (isMobile(ptr) && !attacker.isEmpty())
setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
// No retaliation for totally static creatures (they have no movement or attacks anyway)
if (isMobile(ptr))
{
bool complain = sourceType == MWMechanics::DamageSourceType::Melee;
bool supportFriendlyFire = sourceType != MWMechanics::DamageSourceType::Ranged;
if (supportFriendlyFire && MWMechanics::friendlyHit(attacker, ptr, complain))
setOnPcHitMe = false;
else
setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
}
}
// Attacker and target store each other as hitattemptactor if they have no one stored yet
if (!attacker.isEmpty() && attacker.getClass().isActor())

@ -67,7 +67,8 @@ namespace MWClass
const osg::Vec3f& hitPosition, bool success) const override;
void onHit(const MWWorld::Ptr& ptr, float damage, bool ishealth, const MWWorld::Ptr& object,
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const override;
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful,
const MWMechanics::DamageSourceType sourceType) const override;
std::unique_ptr<MWWorld::Action> activate(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor) const override;
///< Generate action for activation

@ -597,7 +597,8 @@ namespace MWClass
float damage = 0.0f;
if (!success)
{
othercls.onHit(victim, damage, false, weapon, ptr, osg::Vec3f(), false);
othercls.onHit(
victim, damage, false, weapon, ptr, osg::Vec3f(), false, MWMechanics::DamageSourceType::Melee);
MWMechanics::reduceWeaponCondition(damage, false, weapon, ptr);
MWMechanics::resistNormalWeapon(victim, ptr, weapon, damage);
return;
@ -670,24 +671,29 @@ namespace MWClass
MWMechanics::diseaseContact(victim, ptr);
othercls.onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true);
othercls.onHit(victim, damage, healthdmg, weapon, ptr, hitPosition, true, MWMechanics::DamageSourceType::Melee);
}
void Npc::onHit(const MWWorld::Ptr& ptr, float damage, bool ishealth, const MWWorld::Ptr& object,
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful,
const MWMechanics::DamageSourceType sourceType) const
{
MWBase::SoundManager* sndMgr = MWBase::Environment::get().getSoundManager();
MWMechanics::CreatureStats& stats = getCreatureStats(ptr);
bool wasDead = stats.isDead();
// Note OnPcHitMe is not set for friendly hits.
bool setOnPcHitMe = true;
// NOTE: 'object' and/or 'attacker' may be empty.
if (!attacker.isEmpty() && attacker.getClass().isActor() && !stats.getAiSequence().isInCombat(attacker))
{
stats.setAttacked(true);
setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
bool complain = sourceType == MWMechanics::DamageSourceType::Melee;
bool supportFriendlyFire = sourceType != MWMechanics::DamageSourceType::Ranged;
if (supportFriendlyFire && MWMechanics::friendlyHit(attacker, ptr, complain))
setOnPcHitMe = false;
else
setOnPcHitMe = MWBase::Environment::get().getMechanicsManager()->actorAttacked(ptr, attacker);
}
// Attacker and target store each other as hitattemptactor if they have no one stored yet

@ -82,7 +82,8 @@ namespace MWClass
const osg::Vec3f& hitPosition, bool success) const override;
void onHit(const MWWorld::Ptr& ptr, float damage, bool ishealth, const MWWorld::Ptr& object,
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const override;
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful,
const MWMechanics::DamageSourceType sourceType) const override;
void getModelsToPreload(const MWWorld::Ptr& ptr, std::vector<std::string>& models) const override;
///< Get a list of models to preload that this object may use (directly or indirectly). default implementation:

@ -10,6 +10,7 @@
#include <components/esm3/loadmgef.hpp>
#include <components/esm3/loadsoun.hpp>
#include "../mwbase/dialoguemanager.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/soundmanager.hpp"
@ -230,7 +231,8 @@ namespace MWMechanics
if (Misc::Rng::roll0to99(world->getPrng()) >= getHitChance(attacker, victim, skillValue))
{
victim.getClass().onHit(victim, damage, false, projectile, attacker, osg::Vec3f(), false);
victim.getClass().onHit(victim, damage, false, projectile, attacker, osg::Vec3f(), false,
MWMechanics::DamageSourceType::Ranged);
MWMechanics::reduceWeaponCondition(damage, false, weapon, attacker);
return;
}
@ -286,7 +288,8 @@ namespace MWMechanics
victim.getClass().getContainerStore(victim).add(projectile, 1);
}
victim.getClass().onHit(victim, damage, true, projectile, attacker, hitPosition, true);
victim.getClass().onHit(
victim, damage, true, projectile, attacker, hitPosition, true, MWMechanics::DamageSourceType::Ranged);
}
}
@ -649,4 +652,26 @@ namespace MWMechanics
return std::make_pair(result, hitPos);
}
bool friendlyHit(const MWWorld::Ptr& attacker, const MWWorld::Ptr& target, bool complain)
{
const MWWorld::Ptr& player = getPlayer();
if (attacker != player)
return false;
std::set<MWWorld::Ptr> followersAttacker;
MWBase::Environment::get().getMechanicsManager()->getActorsSidingWith(attacker, followersAttacker);
if (followersAttacker.find(target) == followersAttacker.end())
return false;
MWMechanics::CreatureStats& statsTarget = target.getClass().getCreatureStats(target);
statsTarget.friendlyHit();
if (statsTarget.getFriendlyHits() >= 4)
return false;
if (complain)
MWBase::Environment::get().getDialogueManager()->say(target, ESM::RefId::stringRefId("hit"));
return true;
}
}

@ -66,6 +66,8 @@ namespace MWMechanics
// Similarly cursed hit target selection
std::pair<MWWorld::Ptr, osg::Vec3f> getHitContact(const MWWorld::Ptr& actor, float reach);
bool friendlyHit(const MWWorld::Ptr& attacker, const MWWorld::Ptr& target, bool complain);
}
#endif

@ -0,0 +1,15 @@
#ifndef OPENMW_MWMECHANICS_DAMAGESOURCETYPE_H
#define OPENMW_MWMECHANICS_DAMAGESOURCETYPE_H
namespace MWMechanics
{
enum class DamageSourceType
{
Unspecified,
Melee,
Ranged,
Magical,
};
}
#endif

@ -1466,26 +1466,10 @@ namespace MWMechanics
if (target == player || !attacker.getClass().isActor())
return false;
MWMechanics::CreatureStats& statsTarget = target.getClass().getCreatureStats(target);
if (attacker == player)
{
std::set<MWWorld::Ptr> followersAttacker;
getActorsSidingWith(attacker, followersAttacker);
if (followersAttacker.find(target) != followersAttacker.end())
{
statsTarget.friendlyHit();
if (statsTarget.getFriendlyHits() < 4)
{
MWBase::Environment::get().getDialogueManager()->say(target, ESM::RefId::stringRefId("hit"));
return false;
}
}
}
if (canCommitCrimeAgainst(target, attacker))
commitCrime(attacker, target, MWBase::MechanicsManager::OT_Assault);
MWMechanics::CreatureStats& statsTarget = target.getClass().getCreatureStats(target);
AiSequence& seq = statsTarget.getAiSequence();
if (!attacker.isEmpty()

@ -353,7 +353,8 @@ namespace
// Notify the target actor they've been hit
bool isHarmful = magicEffect->mData.mFlags & ESM::MagicEffect::Harmful;
if (target.getClass().isActor() && target != caster && !caster.isEmpty() && isHarmful)
target.getClass().onHit(target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true);
target.getClass().onHit(
target, 0.0f, true, MWWorld::Ptr(), caster, osg::Vec3f(), true, MWMechanics::DamageSourceType::Magical);
// Apply resistances
if (!(effect.mFlags & ESM::ActiveEffect::Flag_Ignore_Resistances))
{

@ -124,7 +124,7 @@ namespace MWWorld
}
void Class::onHit(const Ptr& ptr, float damage, bool ishealth, const Ptr& object, const Ptr& attacker,
const osg::Vec3f& hitPosition, bool successful) const
const osg::Vec3f& hitPosition, bool successful, const MWMechanics::DamageSourceType sourceType) const
{
throw std::runtime_error("class cannot be hit");
}

@ -13,6 +13,8 @@
#include "ptr.hpp"
#include "../mwmechanics/aisetting.hpp"
#include "../mwmechanics/damagesourcetype.hpp"
#include <components/esm/refid.hpp>
#include <components/esm3/loadskil.hpp>
@ -142,11 +144,12 @@ namespace MWWorld
/// (default implementation: throw an exception)
virtual void onHit(const MWWorld::Ptr& ptr, float damage, bool ishealth, const MWWorld::Ptr& object,
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful) const;
const MWWorld::Ptr& attacker, const osg::Vec3f& hitPosition, bool successful,
const MWMechanics::DamageSourceType sourceType) const;
///< Alerts \a ptr that it's being hit for \a damage points to health if \a ishealth is
/// true (else fatigue) by \a object (sword, arrow, etc). \a attacker specifies the
/// actor responsible for the attack, and \a successful specifies if the hit is
/// successful or not.
/// actor responsible for the attack. \a successful specifies if the hit is
/// successful or not. \a sourceType classifies the damage source.
virtual void block(const Ptr& ptr) const;
///< Play the appropriate sound for a blocked attack, depending on the currently equipped shield

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