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Allow for more than 8 attributes

This commit is contained in:
Evil Eye 2023-06-19 20:41:54 +02:00
parent 8edbb9f005
commit abcebd49d2
29 changed files with 183 additions and 170 deletions

View file

@ -88,11 +88,12 @@ namespace
bool male = (npc->mFlags & ESM::NPC::Female) == 0;
const auto& attributes = MWBase::Environment::get().getESMStore()->get<ESM::Attribute>();
int level = creatureStats.getLevel();
for (int i = 0; i < ESM::Attribute::Length; ++i)
for (const ESM::Attribute& attribute : attributes)
{
const ESM::Race::MaleFemale& attribute = race->mData.mAttributeValues[i];
creatureStats.setAttribute(i, male ? attribute.mMale : attribute.mFemale);
const ESM::Race::MaleFemale& value = race->mData.mAttributeValues[attribute.mId];
creatureStats.setAttribute(attribute.mId, male ? value.mMale : value.mFemale);
}
// class bonus
@ -102,18 +103,19 @@ namespace
{
if (attribute >= 0 && attribute < ESM::Attribute::Length)
{
creatureStats.setAttribute(attribute, creatureStats.getAttribute(attribute).getBase() + 10);
auto id = static_cast<ESM::Attribute::AttributeID>(attribute);
creatureStats.setAttribute(id, creatureStats.getAttribute(id).getBase() + 10);
}
}
// skill bonus
for (int attribute = 0; attribute < ESM::Attribute::Length; ++attribute)
for (const ESM::Attribute& attribute : attributes)
{
float modifierSum = 0;
for (const ESM::Skill& skill : MWBase::Environment::get().getESMStore()->get<ESM::Skill>())
{
if (skill.mData.mAttribute != attribute)
if (skill.mData.mAttribute != attribute.mId)
continue;
// is this a minor or major skill?
@ -127,9 +129,10 @@ namespace
}
modifierSum += add;
}
creatureStats.setAttribute(attribute,
creatureStats.setAttribute(attribute.mId,
std::min(
round_ieee_754(creatureStats.getAttribute(attribute).getBase() + (level - 1) * modifierSum), 100));
round_ieee_754(creatureStats.getAttribute(attribute.mId).getBase() + (level - 1) * modifierSum),
100));
}
// initial health
@ -223,13 +226,10 @@ namespace
100)); // Must gracefully handle level 0
}
int attributes[ESM::Attribute::Length];
for (int i = 0; i < ESM::Attribute::Length; ++i)
attributes[i] = npcStats.getAttribute(i).getBase();
if (!spellsInitialised)
{
std::vector<ESM::RefId> spells = MWMechanics::autoCalcNpcSpells(npcStats.getSkills(), attributes, race);
std::vector<ESM::RefId> spells
= MWMechanics::autoCalcNpcSpells(npcStats.getSkills(), npcStats.getAttributes(), race);
npcStats.getSpells().addAllToInstance(spells);
}
}

View file

@ -382,9 +382,10 @@ int MWDialogue::Filter::getSelectStructInteger(const SelectWrapper& select) cons
.getModified(false);
case SelectWrapper::Function_PcAttribute:
return player.getClass().getCreatureStats(player).getAttribute(select.getArgument()).getModified();
{
auto attribute = static_cast<ESM::Attribute::AttributeID>(select.getArgument());
return player.getClass().getCreatureStats(player).getAttribute(attribute).getModified();
}
case SelectWrapper::Function_PcSkill:
{
ESM::RefId skill = ESM::Skill::indexToRefId(select.getArgument());
@ -653,8 +654,10 @@ bool MWDialogue::Filter::hasFactionRankSkillRequirements(
MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
return stats.getAttribute(faction.mData.mAttribute[0]).getBase() >= faction.mData.mRankData[rank].mAttribute1
&& stats.getAttribute(faction.mData.mAttribute[1]).getBase() >= faction.mData.mRankData[rank].mAttribute2;
return stats.getAttribute(ESM::Attribute::AttributeID(faction.mData.mAttribute[0])).getBase()
>= faction.mData.mRankData[rank].mAttribute1
&& stats.getAttribute(ESM::Attribute::AttributeID(faction.mData.mAttribute[1])).getBase()
>= faction.mData.mRankData[rank].mAttribute2;
}
bool MWDialogue::Filter::hasFactionRankReputationRequirements(

View file

@ -260,8 +260,8 @@ namespace MWGui
mSpecializationName->setCaption(specName);
ToolTips::createSpecializationToolTip(mSpecializationName, specName, specialization);
mFavoriteAttribute[0]->setAttributeId(klass->mData.mAttribute[0]);
mFavoriteAttribute[1]->setAttributeId(klass->mData.mAttribute[1]);
mFavoriteAttribute[0]->setAttributeId(static_cast<ESM::Attribute::AttributeID>(klass->mData.mAttribute[0]));
mFavoriteAttribute[1]->setAttributeId(static_cast<ESM::Attribute::AttributeID>(klass->mData.mAttribute[1]));
ToolTips::createAttributeToolTip(mFavoriteAttribute[0], mFavoriteAttribute[0]->getAttributeId());
ToolTips::createAttributeToolTip(mFavoriteAttribute[1], mFavoriteAttribute[1]->getAttributeId());
@ -776,8 +776,7 @@ namespace MWGui
void SelectAttributeDialog::onAttributeClicked(Widgets::MWAttributePtr _sender)
{
// TODO: Change MWAttribute to set and get AttributeID enum instead of int
mAttributeId = static_cast<ESM::Attribute::AttributeID>(_sender->getAttributeId());
mAttributeId = _sender->getAttributeId();
eventItemSelected();
}

View file

@ -3,6 +3,7 @@
#include <MyGUI_Button.h>
#include <MyGUI_EditBox.h>
#include <MyGUI_ImageBox.h>
#include <MyGUI_ScrollView.h>
#include <MyGUI_TextBox.h>
#include <components/fallback/fallback.hpp>
@ -50,9 +51,9 @@ namespace MWGui
size_t i = 0;
for (const ESM::Attribute& attribute : store)
{
auto& widgets = mAttributeWidgets.emplace_back();
const int offset = sCols[i / perCol];
const int row = static_cast<int>(i % perCol);
Widgets widgets;
widgets.mMultiplier = mAssignWidget->createWidget<MyGUI::TextBox>(
"SandTextVCenter", { offset, 20 * row, 100, 20 }, MyGUI::Align::Default);
auto* hbox = mAssignWidget->createWidget<Gui::HBox>(
@ -68,8 +69,15 @@ namespace MWGui
widgets.mButton->setUserString("ImageTexture_AttributeImage", attribute.mIcon);
widgets.mButton->setCaption(attribute.mName);
widgets.mValue = hbox->createWidget<Gui::AutoSizedTextBox>("SandText", {}, MyGUI::Align::Default);
mAttributeWidgets.emplace(attribute.mId, widgets);
++i;
}
mAssignWidget->setVisibleVScroll(false);
mAssignWidget->setCanvasSize(MyGUI::IntSize(
mAssignWidget->getWidth(), std::max(mAssignWidget->getHeight(), static_cast<int>(20 * perCol))));
mAssignWidget->setVisibleVScroll(true);
mAssignWidget->setViewOffset(MyGUI::IntPoint());
}
for (unsigned int i = 0; i < sMaxCoins; ++i)
@ -136,11 +144,12 @@ namespace MWGui
const auto& attribute = mSpentAttributes[i];
const auto& widgets = mAttributeWidgets[attribute];
int xdiff = widgets.mMultiplier->getCaption().empty() ? 0 : 20;
const int xdiff = widgets.mMultiplier->getCaption().empty() ? 0 : 20;
const auto* hbox = widgets.mButton->getParent();
MyGUI::IntPoint pos = widgets.mButton->getAbsolutePosition() - mAssignWidget->getAbsolutePosition()
- MyGUI::IntPoint(22 + xdiff, 0);
pos.top += (widgets.mButton->getHeight() - image->getHeight()) / 2;
MyGUI::IntPoint pos = hbox->getPosition();
pos.left -= 22 + xdiff;
pos.top += (hbox->getHeight() - image->getHeight()) / 2;
image->setPosition(pos);
}

View file

@ -28,9 +28,9 @@ namespace MWGui
MyGUI::EditBox* mLevelDescription;
MyGUI::Widget* mCoinBox;
MyGUI::Widget* mAssignWidget;
MyGUI::ScrollView* mAssignWidget;
std::vector<Widgets> mAttributeWidgets;
std::map<ESM::Attribute::AttributeID, Widgets> mAttributeWidgets;
std::vector<MyGUI::ImageBox*> mCoins;
std::vector<ESM::Attribute::AttributeID> mSpentAttributes;

View file

@ -201,7 +201,7 @@ namespace MWGui
void ReviewDialog::setAttribute(ESM::Attribute::AttributeID attributeId, const MWMechanics::AttributeValue& value)
{
std::map<int, Widgets::MWAttributePtr>::iterator attr = mAttributeWidgets.find(static_cast<int>(attributeId));
auto attr = mAttributeWidgets.find(attributeId);
if (attr == mAttributeWidgets.end())
return;
@ -402,9 +402,9 @@ namespace MWGui
if (!mRaceId.empty())
race = MWBase::Environment::get().getESMStore()->get<ESM::Race>().find(mRaceId);
int attributes[ESM::Attribute::Length];
for (int i = 0; i < ESM::Attribute::Length; ++i)
attributes[i] = mAttributeWidgets[i]->getAttributeValue().getBase();
std::map<ESM::Attribute::AttributeID, MWMechanics::AttributeValue> attributes;
for (const auto& [key, value] : mAttributeWidgets)
attributes[key] = value->getAttributeValue();
std::vector<ESM::RefId> selectedSpells = MWMechanics::autoCalcPlayerSpells(mSkillValues, attributes, race);
for (ESM::RefId& spellId : selectedSpells)

View file

@ -90,7 +90,7 @@ namespace MWGui
Widgets::MWDynamicStatPtr mHealth, mMagicka, mFatigue;
std::map<int, Widgets::MWAttributePtr> mAttributeWidgets;
std::map<ESM::Attribute::AttributeID, Widgets::MWAttributePtr> mAttributeWidgets;
std::vector<ESM::RefId> mMajorSkills, mMinorSkills, mMiscSkills;
std::map<ESM::RefId, MWMechanics::SkillValue> mSkillValues;

View file

@ -31,7 +31,7 @@ namespace MWGui
{
MWWorld::Ptr mWatched;
MWMechanics::AttributeValue mWatchedAttributes[ESM::Attribute::Length];
std::map<ESM::Attribute::AttributeID, MWMechanics::AttributeValue> mWatchedAttributes;
std::map<ESM::RefId, MWMechanics::SkillValue> mWatchedSkills;
MWMechanics::DynamicStat<float> mWatchedHealth;

View file

@ -823,7 +823,7 @@ namespace MWGui
widget->setUserString("ImageTexture_SkillNoProgressImage", skill->mIcon);
}
void ToolTips::createAttributeToolTip(MyGUI::Widget* widget, int attributeId)
void ToolTips::createAttributeToolTip(MyGUI::Widget* widget, ESM::Attribute::AttributeID attributeId)
{
const ESM::Attribute* attribute
= MWBase::Environment::get().getESMStore()->get<ESM::Attribute>().search(attributeId);

View file

@ -94,7 +94,7 @@ namespace MWGui
// these do not create an actual tooltip, but they fill in the data that is required so the tooltip
// system knows what to show in case this widget is hovered
static void createSkillToolTip(MyGUI::Widget* widget, ESM::RefId skillId);
static void createAttributeToolTip(MyGUI::Widget* widget, int attributeId);
static void createAttributeToolTip(MyGUI::Widget* widget, ESM::Attribute::AttributeID attributeId);
static void createSpecializationToolTip(MyGUI::Widget* widget, const std::string& name, int specId);
static void createBirthsignToolTip(MyGUI::Widget* widget, const ESM::RefId& birthsignId);
static void createRaceToolTip(MyGUI::Widget* widget, const ESM::Race* playerRace);

View file

@ -150,7 +150,8 @@ namespace MWGui
}
// You can not train a skill above its governing attribute
if (pcStats.getSkill(skill->mId).getBase() >= pcStats.getAttribute(skill->mData.mAttribute).getBase())
if (pcStats.getSkill(skill->mId).getBase()
>= pcStats.getAttribute(ESM::Attribute::AttributeID(skill->mData.mAttribute)).getBase())
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sNotifyMessage17}");
return;

View file

@ -102,13 +102,13 @@ namespace MWGui::Widgets
/* MWAttribute */
MWAttribute::MWAttribute()
: mId(-1)
: mId(ESM::Attribute::Length)
, mAttributeNameWidget(nullptr)
, mAttributeValueWidget(nullptr)
{
}
void MWAttribute::setAttributeId(int attributeId)
void MWAttribute::setAttributeId(ESM::Attribute::AttributeID attributeId)
{
mId = attributeId;
updateWidgets();
@ -154,8 +154,6 @@ namespace MWGui::Widgets
}
}
MWAttribute::~MWAttribute() {}
void MWAttribute::initialiseOverride()
{
Base::initialiseOverride();

View file

@ -7,6 +7,7 @@
#include <MyGUI_TextBox.h>
#include <MyGUI_Widget.h>
#include <components/esm/attr.hpp>
#include <components/esm/refid.hpp>
#include <components/esm3/effectlist.hpp>
#include <components/esm3/loadskil.hpp>
@ -32,8 +33,6 @@ namespace MWGui
{
class MWEffectList;
void fixTexturePath(std::string& path);
struct SpellEffectParams
{
SpellEffectParams()
@ -139,10 +138,10 @@ namespace MWGui
typedef MWMechanics::AttributeValue AttributeValue;
void setAttributeId(int attributeId);
void setAttributeId(ESM::Attribute::AttributeID attributeId);
void setAttributeValue(const AttributeValue& value);
int getAttributeId() const { return mId; }
ESM::Attribute::AttributeID getAttributeId() const { return mId; }
const AttributeValue& getAttributeValue() const { return mValue; }
// Events
@ -154,7 +153,7 @@ namespace MWGui
EventHandle_AttributeVoid eventClicked;
protected:
virtual ~MWAttribute();
~MWAttribute() override = default;
void initialiseOverride() override;
@ -163,7 +162,7 @@ namespace MWGui
private:
void updateWidgets();
int mId;
ESM::Attribute::AttributeID mId;
AttributeValue mValue;
MyGUI::TextBox* mAttributeNameWidget;
MyGUI::TextBox* mAttributeValueWidget;

View file

@ -182,9 +182,10 @@ namespace MWLua
template <class G>
sol::object get(const Context& context, std::string_view prop, G getter) const
{
auto id = static_cast<ESM::Attribute::AttributeID>(mIndex);
return getValue(
context, mObject, &AttributeStat::setValue, mIndex, prop, [this, getter](const MWWorld::Ptr& ptr) {
return (ptr.getClass().getCreatureStats(ptr).getAttribute(mIndex).*getter)();
context, mObject, &AttributeStat::setValue, mIndex, prop, [id, getter](const MWWorld::Ptr& ptr) {
return (ptr.getClass().getCreatureStats(ptr).getAttribute(id).*getter)();
});
}
@ -213,9 +214,9 @@ namespace MWLua
static void setValue(Index i, std::string_view prop, const MWWorld::Ptr& ptr, const sol::object& value)
{
int index = std::get<int>(i);
auto id = static_cast<ESM::Attribute::AttributeID>(std::get<int>(i));
auto& stats = ptr.getClass().getCreatureStats(ptr);
auto stat = stats.getAttribute(index);
auto stat = stats.getAttribute(id);
float floatValue = LuaUtil::cast<float>(value);
if (prop == "base")
stat.setBase(floatValue);
@ -226,7 +227,7 @@ namespace MWLua
}
else if (prop == "modifier")
stat.setModifier(floatValue);
stats.setAttribute(index, stat);
stats.setAttribute(id, stat);
}
};

View file

@ -27,13 +27,13 @@ namespace MWMechanics
ESM::RefId mWeakestSpell;
};
std::vector<ESM::RefId> autoCalcNpcSpells(
const std::map<ESM::RefId, SkillValue>& actorSkills, const int* actorAttributes, const ESM::Race* race)
std::vector<ESM::RefId> autoCalcNpcSpells(const std::map<ESM::RefId, SkillValue>& actorSkills,
const std::map<ESM::Attribute::AttributeID, AttributeValue>& actorAttributes, const ESM::Race* race)
{
const MWWorld::Store<ESM::GameSetting>& gmst
= MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
static const float fNPCbaseMagickaMult = gmst.find("fNPCbaseMagickaMult")->mValue.getFloat();
float baseMagicka = fNPCbaseMagickaMult * actorAttributes[ESM::Attribute::Intelligence];
float baseMagicka = fNPCbaseMagickaMult * actorAttributes.at(ESM::Attribute::Intelligence).getBase();
static const std::string schools[]
= { "alteration", "conjuration", "destruction", "illusion", "mysticism", "restoration" };
@ -148,15 +148,15 @@ namespace MWMechanics
return selectedSpells;
}
std::vector<ESM::RefId> autoCalcPlayerSpells(
const std::map<ESM::RefId, SkillValue>& actorSkills, const int* actorAttributes, const ESM::Race* race)
std::vector<ESM::RefId> autoCalcPlayerSpells(const std::map<ESM::RefId, SkillValue>& actorSkills,
const std::map<ESM::Attribute::AttributeID, AttributeValue>& actorAttributes, const ESM::Race* race)
{
const MWWorld::ESMStore& esmStore = *MWBase::Environment::get().getESMStore();
static const float fPCbaseMagickaMult
= esmStore.get<ESM::GameSetting>().find("fPCbaseMagickaMult")->mValue.getFloat();
float baseMagicka = fPCbaseMagickaMult * actorAttributes[ESM::Attribute::Intelligence];
float baseMagicka = fPCbaseMagickaMult * actorAttributes.at(ESM::Attribute::Intelligence).getBase();
bool reachedLimit = false;
const ESM::Spell* weakestSpell = nullptr;
int minCost = std::numeric_limits<int>::max();
@ -227,8 +227,8 @@ namespace MWMechanics
return selectedSpells;
}
bool attrSkillCheck(
const ESM::Spell* spell, const std::map<ESM::RefId, SkillValue>& actorSkills, const int* actorAttributes)
bool attrSkillCheck(const ESM::Spell* spell, const std::map<ESM::RefId, SkillValue>& actorSkills,
const std::map<ESM::Attribute::AttributeID, AttributeValue>& actorAttributes)
{
for (const auto& spellEffect : spell->mEffects.mList)
{
@ -250,8 +250,8 @@ namespace MWMechanics
if ((magicEffect->mData.mFlags & ESM::MagicEffect::TargetAttribute))
{
assert(spellEffect.mAttribute >= 0 && spellEffect.mAttribute < ESM::Attribute::Length);
if (actorAttributes[spellEffect.mAttribute] < iAutoSpellAttSkillMin)
auto found = actorAttributes.find(ESM::Attribute::AttributeID(spellEffect.mAttribute));
if (found == actorAttributes.end() || found->second.getBase() < iAutoSpellAttSkillMin)
return false;
}
}
@ -313,7 +313,7 @@ namespace MWMechanics
}
float calcAutoCastChance(const ESM::Spell* spell, const std::map<ESM::RefId, SkillValue>& actorSkills,
const int* actorAttributes, int effectiveSchool)
const std::map<ESM::Attribute::AttributeID, AttributeValue>& actorAttributes, int effectiveSchool)
{
if (spell->mData.mType != ESM::Spell::ST_Spell)
return 100.f;
@ -334,7 +334,8 @@ namespace MWMechanics
spell, actorSkills, effectiveSchool, skillTerm); // Note effectiveSchool is unused after this
float castChance = skillTerm - MWMechanics::calcSpellCost(*spell)
+ 0.2f * actorAttributes[ESM::Attribute::Willpower] + 0.1f * actorAttributes[ESM::Attribute::Luck];
+ 0.2f * actorAttributes.at(ESM::Attribute::Willpower).getBase()
+ 0.1f * actorAttributes.at(ESM::Attribute::Luck).getBase();
return castChance;
}
}

View file

@ -19,22 +19,22 @@ namespace MWMechanics
/// Contains algorithm for calculating an NPC's spells based on stats
/// @note We might want to move this code to a component later, so the editor can use it for preview purposes
std::vector<ESM::RefId> autoCalcNpcSpells(
const std::map<ESM::RefId, SkillValue>& actorSkills, const int* actorAttributes, const ESM::Race* race);
std::vector<ESM::RefId> autoCalcNpcSpells(const std::map<ESM::RefId, SkillValue>& actorSkills,
const std::map<ESM::Attribute::AttributeID, AttributeValue>& actorAttributes, const ESM::Race* race);
std::vector<ESM::RefId> autoCalcPlayerSpells(
const std::map<ESM::RefId, SkillValue>& actorSkills, const int* actorAttributes, const ESM::Race* race);
std::vector<ESM::RefId> autoCalcPlayerSpells(const std::map<ESM::RefId, SkillValue>& actorSkills,
const std::map<ESM::Attribute::AttributeID, AttributeValue>& actorAttributes, const ESM::Race* race);
// Helpers
bool attrSkillCheck(
const ESM::Spell* spell, const std::map<ESM::RefId, SkillValue>& actorSkills, const int* actorAttributes);
bool attrSkillCheck(const ESM::Spell* spell, const std::map<ESM::RefId, SkillValue>& actorSkills,
const std::map<ESM::Attribute::AttributeID, AttributeValue>& actorAttributes);
void calcWeakestSchool(const ESM::Spell* spell, const std::map<ESM::RefId, SkillValue>& actorSkills,
int& effectiveSchool, float& skillTerm);
float calcAutoCastChance(const ESM::Spell* spell, const std::map<ESM::RefId, SkillValue>& actorSkills,
const int* actorAttributes, int effectiveSchool);
const std::map<ESM::Attribute::AttributeID, AttributeValue>& actorAttributes, int effectiveSchool);
}

View file

@ -46,6 +46,10 @@ namespace MWMechanics
, mLevel(0)
, mAttackingOrSpell(false)
{
for (const ESM::Attribute& attribute : MWBase::Environment::get().getESMStore()->get<ESM::Attribute>())
{
mAttributes.emplace(attribute.mId, AttributeValue{});
}
}
const AiSequence& CreatureStats::getAiSequence() const
@ -74,13 +78,9 @@ namespace MWMechanics
return fFatigueBase - fFatigueMult * (1 - normalised);
}
const AttributeValue& CreatureStats::getAttribute(int index) const
const AttributeValue& CreatureStats::getAttribute(ESM::Attribute::AttributeID id) const
{
if (index < 0 || index > 7)
{
throw std::runtime_error("attribute index is out of range");
}
return mAttributes[index];
return mAttributes.at(id);
}
const DynamicStat<float>& CreatureStats::getHealth() const
@ -147,30 +147,25 @@ namespace MWMechanics
return mMagicEffects;
}
void CreatureStats::setAttribute(int index, float base)
void CreatureStats::setAttribute(ESM::Attribute::AttributeID id, float base)
{
AttributeValue current = getAttribute(index);
AttributeValue current = getAttribute(id);
current.setBase(base);
setAttribute(index, current);
setAttribute(id, current);
}
void CreatureStats::setAttribute(int index, const AttributeValue& value)
void CreatureStats::setAttribute(ESM::Attribute::AttributeID id, const AttributeValue& value)
{
if (index < 0 || index > 7)
{
throw std::runtime_error("attribute index is out of range");
}
const AttributeValue& currentValue = mAttributes[index];
const AttributeValue& currentValue = mAttributes.at(id);
if (value != currentValue)
{
mAttributes[index] = value;
mAttributes[id] = value;
if (index == ESM::Attribute::Intelligence)
if (id == ESM::Attribute::Intelligence)
recalculateMagicka();
else if (index == ESM::Attribute::Strength || index == ESM::Attribute::Willpower
|| index == ESM::Attribute::Agility || index == ESM::Attribute::Endurance)
else if (id == ESM::Attribute::Strength || id == ESM::Attribute::Willpower || id == ESM::Attribute::Agility
|| id == ESM::Attribute::Endurance)
{
float strength = getAttribute(ESM::Attribute::Strength).getModified();
float willpower = getAttribute(ESM::Attribute::Willpower).getModified();
@ -536,7 +531,7 @@ namespace MWMechanics
void CreatureStats::writeState(ESM::CreatureStats& state) const
{
for (size_t i = 0; i < state.mAttributes.size(); ++i)
mAttributes[i].writeState(state.mAttributes[i]);
getAttribute(static_cast<ESM::Attribute::AttributeID>(i)).writeState(state.mAttributes[i]);
for (size_t i = 0; i < state.mDynamic.size(); ++i)
mDynamic[i].writeState(state.mDynamic[i]);
@ -593,7 +588,7 @@ namespace MWMechanics
if (!state.mMissingACDT)
{
for (size_t i = 0; i < state.mAttributes.size(); ++i)
mAttributes[i].readState(state.mAttributes[i]);
mAttributes[static_cast<ESM::Attribute::AttributeID>(i)].readState(state.mAttributes[i]);
for (size_t i = 0; i < state.mDynamic.size(); ++i)
mDynamic[i].readState(state.mDynamic[i]);

View file

@ -40,7 +40,7 @@ namespace MWMechanics
{
static int sActorId;
DrawState mDrawState;
AttributeValue mAttributes[ESM::Attribute::Length];
std::map<ESM::Attribute::AttributeID, AttributeValue> mAttributes;
DynamicStat<float> mDynamic[3]; // health, magicka, fatigue
Spells mSpells;
ActiveSpells mActiveSpells;
@ -113,7 +113,7 @@ namespace MWMechanics
/// @return total fall height
float land(bool isPlayer = false);
const AttributeValue& getAttribute(int index) const;
const AttributeValue& getAttribute(ESM::Attribute::AttributeID id) const;
const DynamicStat<float>& getHealth() const;
@ -139,9 +139,9 @@ namespace MWMechanics
MagicEffects& getMagicEffects();
void setAttribute(int index, const AttributeValue& value);
void setAttribute(ESM::Attribute::AttributeID id, const AttributeValue& value);
// Shortcut to set only the base
void setAttribute(int index, float base);
void setAttribute(ESM::Attribute::AttributeID id, float base);
void setHealth(const DynamicStat<float>& value);
@ -293,6 +293,8 @@ namespace MWMechanics
bool wasTeleported() const { return mTeleported; }
void setTeleported(bool v) { mTeleported = v; }
const std::map<ESM::Attribute::AttributeID, AttributeValue> getAttributes() const { return mAttributes; }
};
}

View file

@ -148,11 +148,11 @@ namespace MWMechanics
bool male = (player->mFlags & ESM::NPC::Female) == 0;
for (int i = 0; i < ESM::Attribute::Length; ++i)
for (const ESM::Attribute& attribute : esmStore.get<ESM::Attribute>())
{
const ESM::Race::MaleFemale& attribute = race->mData.mAttributeValues[i];
const ESM::Race::MaleFemale& value = race->mData.mAttributeValues[attribute.mId];
creatureStats.setAttribute(i, male ? attribute.mMale : attribute.mFemale);
creatureStats.setAttribute(attribute.mId, male ? value.mMale : value.mFemale);
}
for (const ESM::Skill& skill : esmStore.get<ESM::Skill>())
@ -195,7 +195,8 @@ namespace MWMechanics
{
if (attribute >= 0 && attribute < ESM::Attribute::Length)
{
creatureStats.setAttribute(attribute, creatureStats.getAttribute(attribute).getBase() + 10);
auto id = static_cast<ESM::Attribute::AttributeID>(attribute);
creatureStats.setAttribute(id, creatureStats.getAttribute(id).getBase() + 10);
}
}
@ -223,12 +224,10 @@ namespace MWMechanics
if (mRaceSelected)
race = esmStore.get<ESM::Race>().find(player->mRace);
int attributes[ESM::Attribute::Length];
for (int i = 0; i < ESM::Attribute::Length; ++i)
attributes[i] = npcStats.getAttribute(i).getBase();
npcStats.updateHealth();
std::vector<ESM::RefId> selectedSpells = autoCalcPlayerSpells(npcStats.getSkills(), attributes, race);
std::vector<ESM::RefId> selectedSpells
= autoCalcPlayerSpells(npcStats.getSkills(), npcStats.getAttributes(), race);
for (const ESM::RefId& spell : selectedSpells)
creatureStats.getSpells().add(spell);

View file

@ -28,7 +28,6 @@ MWMechanics::NpcStats::NpcStats()
, mTimeToStartDrowning(-1.0) // set breath to special value, it will be replaced during actor update
, mIsWerewolf(false)
{
mSkillIncreases.resize(ESM::Attribute::Length, 0);
mSpecIncreases.resize(3, 0);
for (const ESM::Skill& skill : MWBase::Environment::get().getESMStore()->get<ESM::Skill>())
mSkills.emplace(skill.mId, SkillValue{});
@ -246,7 +245,7 @@ void MWMechanics::NpcStats::increaseSkill(ESM::RefId id, const ESM::Class& class
}
}
mSkillIncreases[skill->mData.mAttribute] += increase;
mSkillIncreases[ESM::Attribute::AttributeID(skill->mData.mAttribute)] += increase;
mSpecIncreases[skill->mData.mSpecialization] += gmst.find("iLevelupSpecialization")->mValue.getInteger();
@ -286,8 +285,7 @@ void MWMechanics::NpcStats::levelUp()
mLevelProgress -= gmst.find("iLevelUpTotal")->mValue.getInteger();
mLevelProgress = std::max(0, mLevelProgress); // might be necessary when levelup was invoked via console
for (int i = 0; i < ESM::Attribute::Length; ++i)
mSkillIncreases[i] = 0;
mSkillIncreases.clear();
const float endurance = getAttribute(ESM::Attribute::Endurance).getBase();
@ -312,14 +310,12 @@ void MWMechanics::NpcStats::updateHealth()
setHealth(floor(0.5f * (strength + endurance)));
}
int MWMechanics::NpcStats::getLevelupAttributeMultiplier(int attribute) const
int MWMechanics::NpcStats::getLevelupAttributeMultiplier(ESM::Attribute::AttributeID attribute) const
{
int num = mSkillIncreases[attribute];
if (num == 0)
auto it = mSkillIncreases.find(attribute);
if (it == mSkillIncreases.end() || it->second == 0)
return 1;
num = std::min(10, num);
int num = std::min(10, it->second);
// iLevelUp01Mult - iLevelUp10Mult
std::stringstream gmst;
@ -489,7 +485,7 @@ void MWMechanics::NpcStats::writeState(ESM::NpcStats& state) const
state.mLevelProgress = mLevelProgress;
for (size_t i = 0; i < state.mSkillIncrease.size(); ++i)
state.mSkillIncrease[i] = mSkillIncreases[i];
state.mSkillIncrease[i] = mSkillIncreases.at(static_cast<ESM::Attribute::AttributeID>(i));
for (size_t i = 0; i < state.mSpecIncreases.size(); ++i)
state.mSpecIncreases[i] = mSpecIncreases[i];
@ -538,7 +534,7 @@ void MWMechanics::NpcStats::readState(const ESM::NpcStats& state)
mLevelProgress = state.mLevelProgress;
for (size_t i = 0; i < state.mSkillIncrease.size(); ++i)
mSkillIncreases[i] = state.mSkillIncrease[i];
mSkillIncreases[static_cast<ESM::Attribute::AttributeID>(i)] = state.mSkillIncrease[i];
for (size_t i = 0; i < state.mSpecIncreases.size(); ++i)
mSpecIncreases[i] = state.mSpecIncreases[i];

View file

@ -36,7 +36,8 @@ namespace MWMechanics
std::set<ESM::RefId> mExpelled;
std::map<ESM::RefId, int> mFactionReputation;
int mLevelProgress; // 0-10
std::vector<int> mSkillIncreases; // number of skill increases for each attribute (resets after leveling up)
std::map<ESM::Attribute::AttributeID, int>
mSkillIncreases; // number of skill increases for each attribute (resets after leveling up)
std::vector<int> mSpecIncreases; // number of skill increases for each specialization (accumulates throughout
// the entire game)
std::set<ESM::RefId> mUsedIds;
@ -87,7 +88,7 @@ namespace MWMechanics
int getLevelProgress() const;
int getLevelupAttributeMultiplier(int attribute) const;
int getLevelupAttributeMultiplier(ESM::Attribute::AttributeID attribute) const;
int getSkillIncreasesForSpecialization(int spec) const;

View file

@ -79,27 +79,30 @@ namespace
void damageAttribute(const MWWorld::Ptr& target, const ESM::ActiveEffect& effect, float magnitude)
{
auto& creatureStats = target.getClass().getCreatureStats(target);
auto attr = creatureStats.getAttribute(effect.mArg);
auto attribute = static_cast<ESM::Attribute::AttributeID>(effect.mArg);
auto attr = creatureStats.getAttribute(attribute);
if (effect.mEffectId == ESM::MagicEffect::DamageAttribute)
magnitude = std::min(attr.getModified(), magnitude);
attr.damage(magnitude);
creatureStats.setAttribute(effect.mArg, attr);
creatureStats.setAttribute(attribute, attr);
}
void restoreAttribute(const MWWorld::Ptr& target, const ESM::ActiveEffect& effect, float magnitude)
{
auto& creatureStats = target.getClass().getCreatureStats(target);
auto attr = creatureStats.getAttribute(effect.mArg);
auto attribute = static_cast<ESM::Attribute::AttributeID>(effect.mArg);
auto attr = creatureStats.getAttribute(attribute);
attr.restore(magnitude);
creatureStats.setAttribute(effect.mArg, attr);
creatureStats.setAttribute(attribute, attr);
}
void fortifyAttribute(const MWWorld::Ptr& target, const ESM::ActiveEffect& effect, float magnitude)
{
auto& creatureStats = target.getClass().getCreatureStats(target);
auto attr = creatureStats.getAttribute(effect.mArg);
auto attribute = static_cast<ESM::Attribute::AttributeID>(effect.mArg);
auto attr = creatureStats.getAttribute(attribute);
attr.setModifier(attr.getModifier() + magnitude);
creatureStats.setAttribute(effect.mArg, attr);
creatureStats.setAttribute(attribute, attr);
}
void damageSkill(const MWWorld::Ptr& target, const ESM::ActiveEffect& effect, float magnitude)
@ -740,9 +743,10 @@ namespace MWMechanics
if (spellParams.getType() == ESM::ActiveSpells::Type_Ability)
{
auto& creatureStats = target.getClass().getCreatureStats(target);
AttributeValue attr = creatureStats.getAttribute(effect.mArg);
auto attribute = static_cast<ESM::Attribute::AttributeID>(effect.mArg);
AttributeValue attr = creatureStats.getAttribute(attribute);
attr.setBase(attr.getBase() + effect.mMagnitude);
creatureStats.setAttribute(effect.mArg, attr);
creatureStats.setAttribute(attribute, attr);
}
else
fortifyAttribute(target, effect, effect.mMagnitude);
@ -1203,9 +1207,10 @@ namespace MWMechanics
if (spellParams.getType() == ESM::ActiveSpells::Type_Ability)
{
auto& creatureStats = target.getClass().getCreatureStats(target);
AttributeValue attr = creatureStats.getAttribute(effect.mArg);
auto attribute = static_cast<ESM::Attribute::AttributeID>(effect.mArg);
AttributeValue attr = creatureStats.getAttribute(attribute);
attr.setBase(attr.getBase() - effect.mMagnitude);
creatureStats.setAttribute(effect.mArg, attr);
creatureStats.setAttribute(attribute, attr);
}
else
fortifyAttribute(target, effect, -effect.mMagnitude);

View file

@ -540,7 +540,11 @@ namespace MWMechanics
case ESM::MagicEffect::DamageAttribute:
case ESM::MagicEffect::DrainAttribute:
if (!enemy.isEmpty()
&& enemy.getClass().getCreatureStats(enemy).getAttribute(effect.mAttribute).getModified() <= 0)
&& enemy.getClass()
.getCreatureStats(enemy)
.getAttribute(ESM::Attribute::AttributeID(effect.mAttribute))
.getModified()
<= 0)
return 0.f;
{
if (effect.mAttribute >= 0 && effect.mAttribute < ESM::Attribute::Length)

View file

@ -247,23 +247,24 @@ namespace MWMechanics
return;
// Note: if target actor has the Restore attribute effects, stats will be restored.
for (std::vector<ESM::SpellState::PermanentSpellEffectInfo>::const_iterator effectIt = it->second.begin();
effectIt != it->second.end(); ++effectIt)
for (const ESM::SpellState::PermanentSpellEffectInfo& info : it->second)
{
// Applied corprus effects are already in loaded stats modifiers
if (effectIt->mId == ESM::MagicEffect::FortifyAttribute)
if (info.mId == ESM::MagicEffect::FortifyAttribute)
{
AttributeValue attr = creatureStats->getAttribute(effectIt->mArg);
attr.setModifier(attr.getModifier() - effectIt->mMagnitude);
attr.damage(-effectIt->mMagnitude);
creatureStats->setAttribute(effectIt->mArg, attr);
auto id = static_cast<ESM::Attribute::AttributeID>(info.mArg);
AttributeValue attr = creatureStats->getAttribute(id);
attr.setModifier(attr.getModifier() - info.mMagnitude);
attr.damage(-info.mMagnitude);
creatureStats->setAttribute(id, attr);
}
else if (effectIt->mId == ESM::MagicEffect::DrainAttribute)
else if (info.mId == ESM::MagicEffect::DrainAttribute)
{
AttributeValue attr = creatureStats->getAttribute(effectIt->mArg);
attr.setModifier(attr.getModifier() + effectIt->mMagnitude);
attr.damage(effectIt->mMagnitude);
creatureStats->setAttribute(effectIt->mArg, attr);
auto id = static_cast<ESM::Attribute::AttributeID>(info.mArg);
AttributeValue attr = creatureStats->getAttribute(id);
attr.setModifier(attr.getModifier() + info.mMagnitude);
attr.damage(info.mMagnitude);
creatureStats->setAttribute(id, attr);
}
}
}

View file

@ -109,10 +109,10 @@ namespace MWScript
template <class R>
class OpGetAttribute : public Interpreter::Opcode0
{
int mIndex;
ESM::Attribute::AttributeID mIndex;
public:
OpGetAttribute(int index)
OpGetAttribute(ESM::Attribute::AttributeID index)
: mIndex(index)
{
}
@ -130,10 +130,10 @@ namespace MWScript
template <class R>
class OpSetAttribute : public Interpreter::Opcode0
{
int mIndex;
ESM::Attribute::AttributeID mIndex;
public:
OpSetAttribute(int index)
OpSetAttribute(ESM::Attribute::AttributeID index)
: mIndex(index)
{
}
@ -154,10 +154,10 @@ namespace MWScript
template <class R>
class OpModAttribute : public Interpreter::Opcode0
{
int mIndex;
ESM::Attribute::AttributeID mIndex;
public:
OpModAttribute(int index)
OpModAttribute(ESM::Attribute::AttributeID index)
: mIndex(index)
{
}
@ -1322,17 +1322,18 @@ namespace MWScript
{
for (int i = 0; i < Compiler::Stats::numberOfAttributes; ++i)
{
interpreter.installSegment5<OpGetAttribute<ImplicitRef>>(Compiler::Stats::opcodeGetAttribute + i, i);
auto id = static_cast<ESM::Attribute::AttributeID>(i);
interpreter.installSegment5<OpGetAttribute<ImplicitRef>>(Compiler::Stats::opcodeGetAttribute + i, id);
interpreter.installSegment5<OpGetAttribute<ExplicitRef>>(
Compiler::Stats::opcodeGetAttributeExplicit + i, i);
Compiler::Stats::opcodeGetAttributeExplicit + i, id);
interpreter.installSegment5<OpSetAttribute<ImplicitRef>>(Compiler::Stats::opcodeSetAttribute + i, i);
interpreter.installSegment5<OpSetAttribute<ImplicitRef>>(Compiler::Stats::opcodeSetAttribute + i, id);
interpreter.installSegment5<OpSetAttribute<ExplicitRef>>(
Compiler::Stats::opcodeSetAttributeExplicit + i, i);
Compiler::Stats::opcodeSetAttributeExplicit + i, id);
interpreter.installSegment5<OpModAttribute<ImplicitRef>>(Compiler::Stats::opcodeModAttribute + i, i);
interpreter.installSegment5<OpModAttribute<ImplicitRef>>(Compiler::Stats::opcodeModAttribute + i, id);
interpreter.installSegment5<OpModAttribute<ExplicitRef>>(
Compiler::Stats::opcodeModAttributeExplicit + i, i);
Compiler::Stats::opcodeModAttributeExplicit + i, id);
}
for (int i = 0; i < Compiler::Stats::numberOfDynamics; ++i)

View file

@ -61,8 +61,8 @@ namespace MWWorld
for (size_t i = 0; i < mSaveSkills.size(); ++i)
mSaveSkills[i] = stats.getSkill(ESM::Skill::indexToRefId(i)).getModified();
for (int i = 0; i < ESM::Attribute::Length; ++i)
mSaveAttributes[i] = stats.getAttribute(i).getModified();
for (size_t i = 0; i < mSaveAttributes.size(); ++i)
mSaveAttributes[i] = stats.getAttribute(static_cast<ESM::Attribute::AttributeID>(i)).getModified();
}
void Player::restoreStats()
@ -79,12 +79,13 @@ namespace MWWorld
skill.restore(skill.getDamage());
skill.setModifier(mSaveSkills[i] - skill.getBase());
}
for (int i = 0; i < ESM::Attribute::Length; ++i)
for (size_t i = 0; i < mSaveAttributes.size(); ++i)
{
auto attribute = npcStats.getAttribute(i);
auto id = static_cast<ESM::Attribute::AttributeID>(i);
auto attribute = npcStats.getAttribute(id);
attribute.restore(attribute.getDamage());
attribute.setModifier(mSaveAttributes[i] - attribute.getBase());
npcStats.setAttribute(i, attribute);
npcStats.setAttribute(id, attribute);
}
}
@ -252,11 +253,7 @@ namespace MWWorld
mLastKnownExteriorPosition = osg::Vec3f(0, 0, 0);
mSaveSkills.fill(0.f);
for (int i = 0; i < ESM::Attribute::Length; ++i)
{
mSaveAttributes[i] = 0.f;
}
mSaveAttributes.fill(0.f);
mMarkedPosition.pos[0] = 0;
mMarkedPosition.pos[1] = 0;
@ -291,7 +288,7 @@ namespace MWWorld
else
player.mHasMark = false;
for (int i = 0; i < ESM::Attribute::Length; ++i)
for (size_t i = 0; i < mSaveAttributes.size(); ++i)
player.mSaveAttributes[i] = mSaveAttributes[i];
for (size_t i = 0; i < mSaveSkills.size(); ++i)
player.mSaveSkills[i] = mSaveSkills[i];
@ -329,7 +326,7 @@ namespace MWWorld
mPlayer.load(player.mObject);
for (int i = 0; i < ESM::Attribute::Length; ++i)
for (size_t i = 0; i < mSaveAttributes.size(); ++i)
mSaveAttributes[i] = player.mSaveAttributes[i];
for (size_t i = 0; i < mSaveSkills.size(); ++i)
mSaveSkills[i] = player.mSaveSkills[i];

View file

@ -52,7 +52,7 @@ namespace MWWorld
// Saved stats prior to becoming a werewolf
std::array<float, ESM::Skill::Length> mSaveSkills;
float mSaveAttributes[ESM::Attribute::Length];
std::array<float, ESM::Attribute::Length> mSaveAttributes;
bool mJumping;

View file

@ -10,7 +10,7 @@
</Widget>
<!-- Attribute list -->
<Widget type="ScrollView" skin="MW_ScrollView" position="0 28 216 172" name="Attributes" align="Left Top">
<Widget type="ScrollView" skin="MW_ScrollView" position="0 28 216 144" name="Attributes" align="Left Top">
<Property key="CanvasAlign" value="Left"/>
</Widget>

View file

@ -27,9 +27,10 @@
<UserString key="VStretch" value="false"/>
</Widget>
<Widget type="Widget" skin="" position="0 280 420 84" name="AssignWidget">
<Widget type="ScrollView" skin="MW_ScrollView" position="0 280 420 84" name="AssignWidget">
<UserString key="HStretch" value="false"/>
<UserString key="VStretch" value="false"/>
<Property key="CanvasAlign" value="Left"/>
</Widget>
<Widget type="HBox" skin="" position="0 0 330 24">