Tweak AI rating to reduce healing spam

macos_ci_fix
Evil Eye 1 year ago
parent e4a6f70011
commit 7c82405c9f

@ -5,6 +5,7 @@
Bug #3842: Body part skeletons override the main skeleton
Bug #4127: Weapon animation looks choppy
Bug #4204: Dead slaughterfish doesn't float to water surface after loading saved game
Bug #4207: RestoreHealth/Fatigue spells have a huge priority even if a success chance is near 0
Bug #4382: Sound output device does not change when it should
Bug #4610: Casting a Bound Weapon spell cancels the casting animation by equipping the weapon prematurely
Bug #4754: Stack of ammunition cannot be equipped partially

@ -153,6 +153,7 @@ namespace MWMechanics
updateFleeing(actor, target, duration, characterController.getSupportedMovementDirections(), storage);
}
storage.mActionCooldown -= duration;
storage.mHealCooldown -= duration;
if (storage.mReaction.update(duration) == Misc::TimerStatus::Waiting)
return false;
@ -176,6 +177,7 @@ namespace MWMechanics
storage.stopAttack();
actor.getClass().getCreatureStats(actor).setAttackingOrSpell(false);
storage.mActionCooldown = 0.f;
storage.mHealCooldown = 0.f;
// Continue combat if target is player or player follower/escorter and an attack has been attempted
const auto& playerFollowersAndEscorters
= MWBase::Environment::get().getMechanicsManager()->getActorsSidingWith(MWMechanics::getPlayer());
@ -196,6 +198,7 @@ namespace MWMechanics
actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
float& actionCooldown = storage.mActionCooldown;
float& healCooldown = storage.mHealCooldown;
std::unique_ptr<Action>& currentAction = storage.mCurrentAction;
if (!forceFlee)
@ -205,14 +208,16 @@ namespace MWMechanics
if (characterController.readyToPrepareAttack())
{
currentAction = prepareNextAction(actor, target);
currentAction = prepareNextAction(actor, target, healCooldown <= 0.f);
actionCooldown = currentAction->getActionCooldown();
healCooldown = currentAction->getHealCooldown();
}
}
else
{
currentAction = std::make_unique<ActionFlee>();
actionCooldown = currentAction->getActionCooldown();
healCooldown = currentAction->getHealCooldown();
}
if (!currentAction)
@ -317,6 +322,7 @@ namespace MWMechanics
actor.getClass().getCreatureStats(actor).setAttackingOrSpell(false);
currentAction = std::make_unique<ActionFlee>();
actionCooldown = currentAction->getActionCooldown();
healCooldown = currentAction->getHealCooldown();
storage.startFleeing();
MWBase::Environment::get().getDialogueManager()->say(actor, ESM::RefId::stringRefId("flee"));
}
@ -508,6 +514,7 @@ namespace MWMechanics
, mCell(nullptr)
, mCurrentAction()
, mActionCooldown(0.0f)
, mHealCooldown(0.f)
, mStrength()
, mForceNoShortcut(false)
, mShortcutFailPos()

@ -36,6 +36,7 @@ namespace MWMechanics
const MWWorld::CellStore* mCell;
std::unique_ptr<Action> mCurrentAction;
float mActionCooldown;
float mHealCooldown;
float mStrength;
bool mForceNoShortcut;
ESM::Position mShortcutFailPos;

@ -17,6 +17,7 @@
#include "combat.hpp"
#include "npcstats.hpp"
#include "spellpriority.hpp"
#include "spellutil.hpp"
#include "weaponpriority.hpp"
#include "weapontype.hpp"
@ -161,7 +162,7 @@ namespace MWMechanics
return mWeapon.get<ESM::Weapon>()->mBase;
}
std::unique_ptr<Action> prepareNextAction(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
std::unique_ptr<Action> prepareNextAction(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, bool allowHealing)
{
Spells& spells = actor.getClass().getCreatureStats(actor).getSpells();
@ -181,23 +182,26 @@ namespace MWMechanics
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
{
float rating = ratePotion(*it, actor);
if (rating > bestActionRating)
bool isPureHealing = false;
if (it->getType() == ESM::Potion::sRecordId)
{
bestActionRating = rating;
bestAction = std::make_unique<ActionPotion>(*it);
antiFleeRating = std::numeric_limits<float>::max();
float rating = ratePotion(*it, actor, isPureHealing);
if (rating > bestActionRating && (!isPureHealing || allowHealing))
{
bestActionRating = rating;
bestAction = std::make_unique<ActionPotion>(*it, isPureHealing);
antiFleeRating = std::numeric_limits<float>::max();
}
}
}
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
{
float rating = rateMagicItem(*it, actor, enemy);
if (rating > bestActionRating)
else if (!it->getClass().getEnchantment(*it).empty())
{
bestActionRating = rating;
bestAction = std::make_unique<ActionEnchantedItem>(it);
antiFleeRating = std::numeric_limits<float>::max();
float rating = rateMagicItem(*it, actor, enemy, isPureHealing);
if (rating > bestActionRating && (!isPureHealing || allowHealing))
{
bestActionRating = rating;
bestAction = std::make_unique<ActionEnchantedItem>(it, isPureHealing);
antiFleeRating = std::numeric_limits<float>::max();
}
}
}
@ -233,8 +237,11 @@ namespace MWMechanics
float rating = rateSpell(spell, actor, enemy);
if (rating > bestActionRating)
{
bool isPureHealingSpell = isPureHealing(spell->mEffects);
if (isPureHealingSpell && !allowHealing)
continue;
bestActionRating = rating;
bestAction = std::make_unique<ActionSpell>(spell->mId);
bestAction = std::make_unique<ActionSpell>(spell->mId, isPureHealingSpell);
antiFleeRating = vanillaRateSpell(spell, actor, enemy);
}
}
@ -263,9 +270,10 @@ namespace MWMechanics
{
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
bool pureHealing;
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
{
float rating = rateMagicItem(*it, actor, enemy);
float rating = rateMagicItem(*it, actor, enemy, pureHealing);
if (rating > bestActionRating)
{
bestActionRating = rating;

@ -10,11 +10,18 @@ namespace MWMechanics
{
class Action
{
float mHealCooldown;
public:
Action(bool healing)
: mHealCooldown(healing ? 5.f : 0.f)
{
}
virtual ~Action() {}
virtual void prepare(const MWWorld::Ptr& actor) = 0;
virtual float getCombatRange(bool& isRanged) const = 0;
virtual float getActionCooldown() { return 0.f; }
virtual float getActionCooldown() const { return 0.f; }
virtual float getHealCooldown() const { return mHealCooldown; }
virtual const ESM::Weapon* getWeapon() const { return nullptr; }
virtual bool isAttackingOrSpell() const { return true; }
virtual bool isFleeing() const { return false; }
@ -23,10 +30,13 @@ namespace MWMechanics
class ActionFlee : public Action
{
public:
ActionFlee() {}
ActionFlee()
: Action(false)
{
}
void prepare(const MWWorld::Ptr& actor) override {}
float getCombatRange(bool& isRanged) const override { return 0.0f; }
float getActionCooldown() override { return 3.0f; }
float getActionCooldown() const override { return 3.0f; }
bool isAttackingOrSpell() const override { return false; }
bool isFleeing() const override { return true; }
};
@ -34,8 +44,9 @@ namespace MWMechanics
class ActionSpell : public Action
{
public:
ActionSpell(const ESM::RefId& spellId)
: mSpellId(spellId)
ActionSpell(const ESM::RefId& spellId, bool healing = false)
: Action(healing)
, mSpellId(spellId)
{
}
ESM::RefId mSpellId;
@ -48,8 +59,9 @@ namespace MWMechanics
class ActionEnchantedItem : public Action
{
public:
ActionEnchantedItem(const MWWorld::ContainerStoreIterator& item)
: mItem(item)
ActionEnchantedItem(const MWWorld::ContainerStoreIterator& item, bool healing)
: Action(healing)
, mItem(item)
{
}
MWWorld::ContainerStoreIterator mItem;
@ -58,14 +70,15 @@ namespace MWMechanics
float getCombatRange(bool& isRanged) const override;
/// Since this action has no animation, apply a small cool down for using it
float getActionCooldown() override { return 0.75f; }
float getActionCooldown() const override { return 0.75f; }
};
class ActionPotion : public Action
{
public:
ActionPotion(const MWWorld::Ptr& potion)
: mPotion(potion)
ActionPotion(const MWWorld::Ptr& potion, bool healing)
: Action(healing)
, mPotion(potion)
{
}
MWWorld::Ptr mPotion;
@ -75,7 +88,7 @@ namespace MWMechanics
bool isAttackingOrSpell() const override { return false; }
/// Since this action has no animation, apply a small cool down for using it
float getActionCooldown() override { return 0.75f; }
float getActionCooldown() const override { return 0.75f; }
};
class ActionWeapon : public Action
@ -87,7 +100,8 @@ namespace MWMechanics
public:
/// \a weapon may be empty for hand-to-hand combat
ActionWeapon(const MWWorld::Ptr& weapon, const MWWorld::Ptr& ammo = MWWorld::Ptr())
: mAmmunition(ammo)
: Action(false)
, mAmmunition(ammo)
, mWeapon(weapon)
{
}
@ -97,7 +111,7 @@ namespace MWMechanics
const ESM::Weapon* getWeapon() const override;
};
std::unique_ptr<Action> prepareNextAction(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
std::unique_ptr<Action> prepareNextAction(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, bool allowHealing);
float getBestActionRating(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
float getDistanceMinusHalfExtents(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, bool minusZDist = false);

@ -1,6 +1,8 @@
#include "spellpriority.hpp"
#include "weaponpriority.hpp"
#include <cmath>
#include <components/esm3/loadench.hpp>
#include <components/esm3/loadmgef.hpp>
#include <components/esm3/loadrace.hpp>
@ -86,6 +88,27 @@ namespace
return spell.getCasterActorId() == actorId && spell.getId() == id;
}) != active.end();
}
float getRestoreMagickaPriority(const ESM::ENAMstruct& effect, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
{
const MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
const MWMechanics::DynamicStat<float>& current = stats.getMagicka();
const float magnitude = (effect.mMagnMin + effect.mMagnMax) / 2.f;
const float toHeal = magnitude * std::max(1, effect.mDuration);
float priority = 0.f;
for (const ESM::Spell* spell : stats.getSpells())
{
auto found = std::find_if(spell->mEffects.mList.begin(), spell->mEffects.mList.end(),
[&](const auto& e) { return &e == &effect; });
if (found != spell->mEffects.mList.end()) // Prevent recursion
continue;
int cost = MWMechanics::calcSpellCost(*spell);
if (cost < current.getCurrent() || cost > current.getCurrent() + toHeal)
continue;
priority = std::max(priority, MWMechanics::rateSpell(spell, actor, enemy, false));
}
return priority;
}
}
namespace MWMechanics
@ -105,18 +128,19 @@ namespace MWMechanics
return types;
}
float ratePotion(const MWWorld::Ptr& item, const MWWorld::Ptr& actor)
float ratePotion(const MWWorld::Ptr& item, const MWWorld::Ptr& actor, bool& pureHealing)
{
if (item.getType() != ESM::Potion::sRecordId)
return 0.f;
const ESM::Potion* potion = item.get<ESM::Potion>()->mBase;
pureHealing = isPureHealing(potion->mEffects);
return rateEffects(potion->mEffects, actor, MWWorld::Ptr());
}
float rateSpell(const ESM::Spell* spell, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
float rateSpell(const ESM::Spell* spell, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, bool checkMagicka)
{
float successChance = MWMechanics::getSpellSuccessChance(spell, actor);
float successChance = MWMechanics::getSpellSuccessChance(spell, actor, nullptr, true, checkMagicka);
if (successChance == 0.f)
return 0.f;
@ -136,19 +160,21 @@ namespace MWMechanics
int types = getRangeTypes(spell->mEffects);
if ((types & Self) && isSpellActive(actor, actor, spell->mId))
return 0.f;
if (((types & Touch) || (types & Target)) && isSpellActive(actor, enemy, spell->mId))
if (((types & Touch) || (types & Target)) && !enemy.isEmpty() && isSpellActive(actor, enemy, spell->mId))
return 0.f;
return rateEffects(spell->mEffects, actor, enemy) * (successChance / 100.f);
}
float rateMagicItem(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
float rateMagicItem(
const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, bool& pureHealing)
{
if (ptr.getClass().getEnchantment(ptr).empty())
return 0.f;
const ESM::Enchantment* enchantment = MWBase::Environment::get().getESMStore()->get<ESM::Enchantment>().find(
ptr.getClass().getEnchantment(ptr));
pureHealing = isPureHealing(enchantment->mEffects);
// Spells don't stack, so early out if the spell is still active on the target
int types = getRangeTypes(enchantment->mEffects);
@ -405,30 +431,47 @@ namespace MWMechanics
return 0.f;
break;
case ESM::MagicEffect::AbsorbMagicka:
if (!enemy.isEmpty() && enemy.getClass().getCreatureStats(enemy).getMagicka().getCurrent() <= 0.f)
{
rating = 0.5f;
float priority = getRestoreMagickaPriority(effect, actor, enemy);
if (priority == 0.f)
priority = -1.f;
rating *= priority;
}
break;
case ESM::MagicEffect::RestoreHealth:
case ESM::MagicEffect::RestoreMagicka:
case ESM::MagicEffect::RestoreFatigue:
if (effect.mRange == ESM::RT_Self)
{
int priority = 1;
if (effect.mEffectID == ESM::MagicEffect::RestoreHealth)
priority = 10;
const MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
const DynamicStat<float>& current
= stats.getDynamic(effect.mEffectID - ESM::MagicEffect::RestoreHealth);
// NB: this currently assumes the hardcoded magic effect flags are used
const float magnitude = (effect.mMagnMin + effect.mMagnMax) / 2.f;
const float toHeal = magnitude * std::max(1, effect.mDuration);
// Effect doesn't heal more than we need, *or* we are below 1/2 health
if (current.getModified() - current.getCurrent() > toHeal
|| current.getCurrent() < current.getModified() * 0.5)
const float damage = current.getModified() - current.getCurrent();
float priority = 0.f;
if (effect.mEffectID == ESM::MagicEffect::RestoreHealth)
priority = 4.f;
else if (effect.mEffectID == ESM::MagicEffect::RestoreMagicka)
priority = std::max(0.1f, getRestoreMagickaPriority(effect, actor, enemy));
else if (effect.mEffectID == ESM::MagicEffect::RestoreFatigue)
priority = 2.f;
float overheal = 0.f;
float heal = toHeal;
if (damage < toHeal && current.getCurrent() > current.getModified() * 0.5)
{
return 10000.f * priority
- (toHeal
- (current.getModified() - current.getCurrent())); // prefer the most fitting potion
overheal = toHeal - damage;
heal = damage;
}
else
return -10000.f * priority; // Save for later
priority = (std::pow(priority + heal / current.getModified(), damage * 4.f / current.getModified())
- priority - overheal / current.getModified())
/ priority;
rating = priority;
}
break;

@ -25,9 +25,11 @@ namespace MWMechanics
int getRangeTypes(const ESM::EffectList& effects);
float rateSpell(const ESM::Spell* spell, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
float rateMagicItem(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
float ratePotion(const MWWorld::Ptr& item, const MWWorld::Ptr& actor);
float rateSpell(
const ESM::Spell* spell, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, bool checkMagicka = true);
float rateMagicItem(
const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, bool& pureHealing);
float ratePotion(const MWWorld::Ptr& item, const MWWorld::Ptr& actor, bool& pureHealing);
/// @note target may be empty
float rateEffect(const ESM::ENAMstruct& effect, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);

@ -257,4 +257,13 @@ namespace MWMechanics
const auto spell = MWBase::Environment::get().getESMStore()->get<ESM::Spell>().search(spellId);
return spell && spellIncreasesSkill(spell);
}
bool isPureHealing(const ESM::EffectList& list)
{
auto nonHealing = std::find_if(list.mList.begin(), list.mList.end(), [](const auto& effect) {
return effect.mEffectID < ESM::MagicEffect::RestoreAttribute
|| effect.mEffectID > ESM::MagicEffect::RestoreSkill;
});
return nonHealing == list.mList.end();
}
}

@ -5,6 +5,7 @@
namespace ESM
{
struct EffectList;
struct ENAMstruct;
struct Enchantment;
struct MagicEffect;
@ -54,6 +55,8 @@ namespace MWMechanics
/// Get whether or not the given spell contributes to skill progress.
bool spellIncreasesSkill(const ESM::Spell* spell);
bool spellIncreasesSkill(const ESM::RefId& spellId);
bool isPureHealing(const ESM::EffectList& list);
}
#endif

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