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Merge branch 'refactor/aisequence-2' into 'master'
#6091: Optimize isInCombat See merge request OpenMW/openmw!1636
This commit is contained in:
commit
d8127fdad2
6 changed files with 219 additions and 161 deletions
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@ -113,15 +113,12 @@ namespace MWLua
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{
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const MWWorld::Ptr& ptr = self.ptr();
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MWMechanics::AiSequence& ai = ptr.getClass().getCreatureStats(ptr).getAiSequence();
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std::list<std::shared_ptr<AiPackage>>& list = ai.getUnderlyingList();
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for (auto it = list.begin(); it != list.end();)
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ai.erasePackagesIf([&](auto& entry)
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{
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bool keep = LuaUtil::call(callback, *it).get<bool>();
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if (keep)
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++it;
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else
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it = list.erase(it);
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}
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bool keep = LuaUtil::call(callback, entry).template get<bool>();
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return !keep;
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});
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};
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selfAPI["_startAiCombat"] = [](SelfObject& self, const LObject& target)
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{
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@ -73,23 +73,20 @@ bool isCommanded(const MWWorld::Ptr& actor)
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// Check for command effects having ended and remove package if necessary
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void adjustCommandedActor (const MWWorld::Ptr& actor)
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{
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if (!isCommanded(actor))
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return;
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MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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bool hasCommandPackage = false;
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auto it = stats.getAiSequence().begin();
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for (; it != stats.getAiSequence().end(); ++it)
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stats.getAiSequence().erasePackageIf([](auto& entry)
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{
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if ((*it)->getTypeId() == MWMechanics::AiPackageTypeId::Follow &&
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static_cast<const MWMechanics::AiFollow*>(it->get())->isCommanded())
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if (entry->getTypeId() == MWMechanics::AiPackageTypeId::Follow &&
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static_cast<const MWMechanics::AiFollow*>(entry.get())->isCommanded())
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{
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hasCommandPackage = true;
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break;
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return true;
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}
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}
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if (!isCommanded(actor) && hasCommandPackage)
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stats.getAiSequence().erase(it);
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return false;
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});
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}
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void getRestorationPerHourOfSleep (const MWWorld::Ptr& ptr, float& health, float& magicka)
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@ -1,6 +1,7 @@
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#include "aisequence.hpp"
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#include <limits>
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#include <algorithm>
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#include <components/debug/debuglog.hpp>
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#include <components/esm3/aisequence.hpp>
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@ -29,6 +30,9 @@ void AiSequence::copy (const AiSequence& sequence)
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// We need to keep an AiWander storage, if present - it has a state machine.
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// Not sure about another temporary storages
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sequence.mAiState.copy<AiWanderStorage>(mAiState);
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mNumCombatPackages = sequence.mNumCombatPackages;
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mNumPursuitPackages = sequence.mNumPursuitPackages;
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}
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AiSequence::AiSequence() : mDone (false), mLastAiPackage(AiPackageTypeId::None) {}
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@ -58,6 +62,28 @@ AiSequence::~AiSequence()
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clear();
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}
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void AiSequence::onPackageAdded(const AiPackage& package)
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{
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if (package.getTypeId() == AiPackageTypeId::Combat)
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mNumCombatPackages++;
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else if (package.getTypeId() == AiPackageTypeId::Pursue)
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mNumPursuitPackages++;
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assert(mNumCombatPackages >= 0);
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assert(mNumPursuitPackages >= 0);
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}
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void AiSequence::onPackageRemoved(const AiPackage& package)
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{
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if (package.getTypeId() == AiPackageTypeId::Combat)
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mNumCombatPackages--;
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else if (package.getTypeId() == AiPackageTypeId::Pursue)
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mNumPursuitPackages--;
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assert(mNumCombatPackages >= 0);
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assert(mNumPursuitPackages >= 0);
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}
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AiPackageTypeId AiSequence::getTypeId() const
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{
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if (mPackages.empty())
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@ -87,32 +113,30 @@ bool AiSequence::getCombatTargets(std::vector<MWWorld::Ptr> &targetActors) const
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return !targetActors.empty();
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}
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void AiSequence::erase(std::list<std::shared_ptr<AiPackage>>::const_iterator package)
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AiPackages::iterator AiSequence::erase(AiPackages::iterator package)
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{
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// Not sure if manually terminated packages should trigger mDone, probably not?
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for(auto it = mPackages.begin(); it != mPackages.end(); ++it)
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{
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if (package == it)
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{
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mPackages.erase(it);
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return;
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}
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}
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throw std::runtime_error("can't find package to erase");
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auto& ptr = *package;
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onPackageRemoved(*ptr);
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return mPackages.erase(package);
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}
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bool AiSequence::isInCombat() const
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{
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for (auto it = mPackages.begin(); it != mPackages.end(); ++it)
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{
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if ((*it)->getTypeId() == AiPackageTypeId::Combat)
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return true;
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}
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return false;
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return mNumCombatPackages > 0;
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}
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bool AiSequence::isInPursuit() const
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{
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return mNumPursuitPackages > 0;
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}
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bool AiSequence::isEngagedWithActor() const
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{
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if (!isInCombat())
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return false;
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for (auto it = mPackages.begin(); it != mPackages.end(); ++it)
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{
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if ((*it)->getTypeId() == AiPackageTypeId::Combat)
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@ -127,16 +151,18 @@ bool AiSequence::isEngagedWithActor() const
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bool AiSequence::hasPackage(AiPackageTypeId typeId) const
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{
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for (auto it = mPackages.begin(); it != mPackages.end(); ++it)
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auto it = std::find_if(mPackages.begin(), mPackages.end(), [typeId](const auto& package)
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{
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if ((*it)->getTypeId() == typeId)
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return true;
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}
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return false;
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return package->getTypeId() == typeId;
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});
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return it != mPackages.end();
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}
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bool AiSequence::isInCombat(const MWWorld::Ptr &actor) const
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{
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if (!isInCombat())
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return false;
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for (auto it = mPackages.begin(); it != mPackages.end(); ++it)
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{
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if ((*it)->getTypeId() == AiPackageTypeId::Combat)
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@ -148,27 +174,31 @@ bool AiSequence::isInCombat(const MWWorld::Ptr &actor) const
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return false;
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}
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// TODO: use std::list::remove_if for all these methods when we switch to C++20
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void AiSequence::stopCombat()
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void AiSequence::removePackagesById(AiPackageTypeId id)
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{
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for(auto it = mPackages.begin(); it != mPackages.end(); )
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for (auto it = mPackages.begin(); it != mPackages.end(); )
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{
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if ((*it)->getTypeId() == AiPackageTypeId::Combat)
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if ((*it)->getTypeId() == id)
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{
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it = mPackages.erase(it);
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it = erase(it);
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}
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else
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++it;
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}
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}
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void AiSequence::stopCombat()
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{
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removePackagesById(AiPackageTypeId::Combat);
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}
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void AiSequence::stopCombat(const std::vector<MWWorld::Ptr>& targets)
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{
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for(auto it = mPackages.begin(); it != mPackages.end(); )
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{
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if ((*it)->getTypeId() == AiPackageTypeId::Combat && std::find(targets.begin(), targets.end(), (*it)->getTarget()) != targets.end())
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{
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it = mPackages.erase(it);
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it = erase(it);
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}
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else
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++it;
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@ -177,15 +207,7 @@ void AiSequence::stopCombat(const std::vector<MWWorld::Ptr>& targets)
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void AiSequence::stopPursuit()
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{
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for(auto it = mPackages.begin(); it != mPackages.end(); )
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{
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if ((*it)->getTypeId() == AiPackageTypeId::Pursue)
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{
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it = mPackages.erase(it);
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}
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else
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++it;
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}
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removePackagesById(AiPackageTypeId::Pursue);
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}
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bool AiSequence::isPackageDone() const
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@ -204,112 +226,117 @@ namespace
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void AiSequence::execute (const MWWorld::Ptr& actor, CharacterController& characterController, float duration, bool outOfRange)
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{
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if(actor != getPlayer())
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if (actor == getPlayer())
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{
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if (mPackages.empty())
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// Players don't use this.
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return;
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}
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if (mPackages.empty())
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{
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mLastAiPackage = AiPackageTypeId::None;
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return;
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}
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auto packageIt = mPackages.begin();
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MWMechanics::AiPackage* package = packageIt->get();
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if (!package->alwaysActive() && outOfRange)
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return;
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auto packageTypeId = package->getTypeId();
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// workaround ai packages not being handled as in the vanilla engine
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if (isActualAiPackage(packageTypeId))
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mLastAiPackage = packageTypeId;
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// if active package is combat one, choose nearest target
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if (packageTypeId == AiPackageTypeId::Combat)
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{
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auto itActualCombat = mPackages.end();
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float nearestDist = std::numeric_limits<float>::max();
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osg::Vec3f vActorPos = actor.getRefData().getPosition().asVec3();
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float bestRating = 0.f;
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for (auto it = mPackages.begin(); it != mPackages.end();)
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{
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mLastAiPackage = AiPackageTypeId::None;
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return;
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}
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if ((*it)->getTypeId() != AiPackageTypeId::Combat) break;
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auto packageIt = mPackages.begin();
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MWMechanics::AiPackage* package = packageIt->get();
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if (!package->alwaysActive() && outOfRange)
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return;
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MWWorld::Ptr target = (*it)->getTarget();
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auto packageTypeId = package->getTypeId();
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// workaround ai packages not being handled as in the vanilla engine
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if (isActualAiPackage(packageTypeId))
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mLastAiPackage = packageTypeId;
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// if active package is combat one, choose nearest target
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if (packageTypeId == AiPackageTypeId::Combat)
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{
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auto itActualCombat = mPackages.end();
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float nearestDist = std::numeric_limits<float>::max();
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osg::Vec3f vActorPos = actor.getRefData().getPosition().asVec3();
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float bestRating = 0.f;
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for (auto it = mPackages.begin(); it != mPackages.end();)
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// target disappeared (e.g. summoned creatures)
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if (target.isEmpty())
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{
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if ((*it)->getTypeId() != AiPackageTypeId::Combat) break;
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MWWorld::Ptr target = (*it)->getTarget();
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// target disappeared (e.g. summoned creatures)
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if (target.isEmpty())
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{
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it = mPackages.erase(it);
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}
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else
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{
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float rating = MWMechanics::getBestActionRating(actor, target);
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const ESM::Position &targetPos = target.getRefData().getPosition();
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float distTo = (targetPos.asVec3() - vActorPos).length2();
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// Small threshold for changing target
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if (it == mPackages.begin())
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distTo = std::max(0.f, distTo - 2500.f);
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// if a target has higher priority than current target or has same priority but closer
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if (rating > bestRating || ((distTo < nearestDist) && rating == bestRating))
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{
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nearestDist = distTo;
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itActualCombat = it;
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bestRating = rating;
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}
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++it;
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}
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}
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assert(!mPackages.empty());
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if (nearestDist < std::numeric_limits<float>::max() && mPackages.begin() != itActualCombat)
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{
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assert(itActualCombat != mPackages.end());
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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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packageIt = mPackages.begin();
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package = packageIt->get();
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packageTypeId = package->getTypeId();
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}
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try
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{
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if (package->execute(actor, characterController, mAiState, duration))
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{
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// Put repeating noncombat AI packages on the end of the stack so they can be used again
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if (isActualAiPackage(packageTypeId) && package->getRepeat())
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{
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package->reset();
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mPackages.push_back(package->clone());
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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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// (e.g. AiPursue executing a dialogue script that uses startCombat)
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mPackages.erase(packageIt);
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if (isActualAiPackage(packageTypeId))
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mDone = true;
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it = erase(it);
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}
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else
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{
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mDone = false;
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float rating = MWMechanics::getBestActionRating(actor, target);
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|
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const ESM::Position &targetPos = target.getRefData().getPosition();
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|
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float distTo = (targetPos.asVec3() - vActorPos).length2();
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// Small threshold for changing target
|
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if (it == mPackages.begin())
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distTo = std::max(0.f, distTo - 2500.f);
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// if a target has higher priority than current target or has same priority but closer
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if (rating > bestRating || ((distTo < nearestDist) && rating == bestRating))
|
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{
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nearestDist = distTo;
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itActualCombat = it;
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bestRating = rating;
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}
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++it;
|
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}
|
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}
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catch (std::exception& e)
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assert(!mPackages.empty());
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|
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if (nearestDist < std::numeric_limits<float>::max() && mPackages.begin() != itActualCombat)
|
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{
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Log(Debug::Error) << "Error during AiSequence::execute: " << e.what();
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assert(itActualCombat != mPackages.end());
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// move combat package with nearest target to the front
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std::rotate(mPackages.begin(), itActualCombat, std::next(itActualCombat));
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}
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packageIt = mPackages.begin();
|
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package = packageIt->get();
|
||||
packageTypeId = package->getTypeId();
|
||||
}
|
||||
|
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try
|
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{
|
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if (package->execute(actor, characterController, mAiState, duration))
|
||||
{
|
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// Put repeating noncombat AI packages on the end of the stack so they can be used again
|
||||
if (isActualAiPackage(packageTypeId) && package->getRepeat())
|
||||
{
|
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package->reset();
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mPackages.push_back(package->clone());
|
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}
|
||||
// To account for the rare case where AiPackage::execute() queued another AI package
|
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// (e.g. AiPursue executing a dialogue script that uses startCombat)
|
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erase(packageIt);
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if (isActualAiPackage(packageTypeId))
|
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mDone = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
mDone = false;
|
||||
}
|
||||
}
|
||||
catch (std::exception& e)
|
||||
{
|
||||
Log(Debug::Error) << "Error during AiSequence::execute: " << e.what();
|
||||
}
|
||||
}
|
||||
|
||||
void AiSequence::clear()
|
||||
{
|
||||
mPackages.clear();
|
||||
mNumCombatPackages = 0;
|
||||
mNumPursuitPackages = 0;
|
||||
}
|
||||
|
||||
void AiSequence::stack (const AiPackage& package, const MWWorld::Ptr& actor, bool cancelOther)
|
||||
|
@ -353,7 +380,7 @@ void AiSequence::stack (const AiPackage& package, const MWWorld::Ptr& actor, boo
|
|||
{
|
||||
if((*it)->canCancel())
|
||||
{
|
||||
it = mPackages.erase(it);
|
||||
it = erase(it);
|
||||
}
|
||||
else
|
||||
++it;
|
||||
|
@ -373,11 +400,13 @@ void AiSequence::stack (const AiPackage& package, const MWWorld::Ptr& actor, boo
|
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|
||||
if((*it)->getPriority() <= package.getPriority())
|
||||
{
|
||||
onPackageAdded(package);
|
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mPackages.insert(it, package.clone());
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
onPackageAdded(package);
|
||||
mPackages.push_back(package.clone());
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||||
|
||||
// Make sure that temporary storage is empty
|
||||
|
@ -435,6 +464,8 @@ void AiSequence::fill(const ESM::AIPackageList &list)
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|||
ESM::AITarget data = esmPackage.mTarget;
|
||||
package = std::make_unique<MWMechanics::AiFollow>(data.mId.toStringView(), data.mDuration, data.mX, data.mY, data.mZ, data.mShouldRepeat != 0);
|
||||
}
|
||||
|
||||
onPackageAdded(*package);
|
||||
mPackages.push_back(std::move(package));
|
||||
}
|
||||
}
|
||||
|
@ -504,6 +535,7 @@ void AiSequence::readState(const ESM::AiSequence::AiSequence &sequence)
|
|||
if (!package.get())
|
||||
continue;
|
||||
|
||||
onPackageAdded(*package);
|
||||
mPackages.push_back(std::move(package));
|
||||
}
|
||||
|
||||
|
|
|
@ -1,8 +1,9 @@
|
|||
#ifndef GAME_MWMECHANICS_AISEQUENCE_H
|
||||
#define GAME_MWMECHANICS_AISEQUENCE_H
|
||||
|
||||
#include <list>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
|
||||
#include "aistate.hpp"
|
||||
#include "aipackagetypeid.hpp"
|
||||
|
@ -22,8 +23,6 @@ namespace ESM
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
namespace MWMechanics
|
||||
{
|
||||
class AiPackage;
|
||||
|
@ -33,15 +32,20 @@ namespace MWMechanics
|
|||
struct AiTemporaryBase;
|
||||
typedef DerivedClassStorage<AiTemporaryBase> AiState;
|
||||
|
||||
using AiPackages = std::vector<std::shared_ptr<AiPackage>>;
|
||||
|
||||
/// \brief Sequence of AI-packages for a single actor
|
||||
/** The top-most AI package is run each frame. When completed, it is removed from the stack. **/
|
||||
class AiSequence
|
||||
{
|
||||
///AiPackages to run though
|
||||
std::list<std::shared_ptr<AiPackage>> mPackages;
|
||||
AiPackages mPackages;
|
||||
|
||||
///Finished with top AIPackage, set for one frame
|
||||
bool mDone;
|
||||
bool mDone{};
|
||||
|
||||
int mNumCombatPackages{};
|
||||
int mNumPursuitPackages{};
|
||||
|
||||
///Copy AiSequence
|
||||
void copy (const AiSequence& sequence);
|
||||
|
@ -50,6 +54,11 @@ namespace MWMechanics
|
|||
AiPackageTypeId mLastAiPackage;
|
||||
AiState mAiState;
|
||||
|
||||
void onPackageAdded(const AiPackage& package);
|
||||
void onPackageRemoved(const AiPackage& package);
|
||||
|
||||
AiPackages::iterator erase(AiPackages::iterator package);
|
||||
|
||||
public:
|
||||
///Default constructor
|
||||
AiSequence();
|
||||
|
@ -63,12 +72,31 @@ namespace MWMechanics
|
|||
virtual ~AiSequence();
|
||||
|
||||
/// Iterator may be invalidated by any function calls other than begin() or end().
|
||||
std::list<std::shared_ptr<AiPackage>>::const_iterator begin() const { return mPackages.begin(); }
|
||||
std::list<std::shared_ptr<AiPackage>>::const_iterator end() const { return mPackages.end(); }
|
||||
AiPackages::const_iterator begin() const { return mPackages.begin(); }
|
||||
AiPackages::const_iterator end() const { return mPackages.end(); }
|
||||
|
||||
void erase(std::list<std::shared_ptr<AiPackage>>::const_iterator package);
|
||||
/// Removes all packages controlled by the predicate.
|
||||
template<typename F>
|
||||
void erasePackagesIf(const F&& pred)
|
||||
{
|
||||
mPackages.erase(std::remove_if(mPackages.begin(), mPackages.end(), [&](auto& entry)
|
||||
{
|
||||
const bool doRemove = pred(entry);
|
||||
if (doRemove)
|
||||
onPackageRemoved(*entry);
|
||||
return doRemove;
|
||||
}), mPackages.end());
|
||||
}
|
||||
|
||||
std::list<std::shared_ptr<AiPackage>>& getUnderlyingList() { return mPackages; }
|
||||
/// Removes a single package controlled by the predicate.
|
||||
template<typename F>
|
||||
void erasePackageIf(const F&& pred)
|
||||
{
|
||||
auto it = std::find_if(mPackages.begin(), mPackages.end(), pred);
|
||||
if (it == mPackages.end())
|
||||
return;
|
||||
erase(it);
|
||||
}
|
||||
|
||||
/// Returns currently executing AiPackage type
|
||||
/** \see enum class AiPackageTypeId **/
|
||||
|
@ -89,6 +117,12 @@ namespace MWMechanics
|
|||
/// Is there any combat package?
|
||||
bool isInCombat () const;
|
||||
|
||||
/// Is there any pursuit package.
|
||||
bool isInPursuit() const;
|
||||
|
||||
/// Removes all packages using the specified id.
|
||||
void removePackagesById(AiPackageTypeId id);
|
||||
|
||||
/// Are we in combat with any other actor, who's also engaging us?
|
||||
bool isEngagedWithActor () const;
|
||||
|
||||
|
|
|
@ -1318,7 +1318,7 @@ namespace MWMechanics
|
|||
// once the bounty has been paid.
|
||||
actor.getClass().getNpcStats(actor).setCrimeId(id);
|
||||
|
||||
if (!actor.getClass().getCreatureStats(actor).getAiSequence().hasPackage(AiPackageTypeId::Pursue))
|
||||
if (!actor.getClass().getCreatureStats(actor).getAiSequence().isInPursuit())
|
||||
{
|
||||
actor.getClass().getCreatureStats(actor).getAiSequence().stack(AiPursue(player), actor);
|
||||
}
|
||||
|
@ -1396,7 +1396,7 @@ namespace MWMechanics
|
|||
{
|
||||
// Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back.
|
||||
// Note: accidental or collateral damage attacks are ignored.
|
||||
if (!victim.getClass().getCreatureStats(victim).getAiSequence().hasPackage(AiPackageTypeId::Pursue))
|
||||
if (!victim.getClass().getCreatureStats(victim).getAiSequence().isInPursuit())
|
||||
startCombat(victim, player);
|
||||
|
||||
// Set the crime ID, which we will use to calm down participants
|
||||
|
@ -1442,7 +1442,7 @@ namespace MWMechanics
|
|||
{
|
||||
// Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back.
|
||||
// Note: accidental or collateral damage attacks are ignored.
|
||||
if (!target.getClass().getCreatureStats(target).getAiSequence().hasPackage(AiPackageTypeId::Pursue))
|
||||
if (!target.getClass().getCreatureStats(target).getAiSequence().isInPursuit())
|
||||
{
|
||||
// If an actor has OnPCHitMe declared in his script, his Fight = 0 and the attacker is player,
|
||||
// he will attack the player only if we will force him (e.g. via StartCombat console command)
|
||||
|
@ -1467,7 +1467,7 @@ namespace MWMechanics
|
|||
const 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(AiPackageTypeId::Pursue);
|
||||
&& !target.getClass().getCreatureStats(target).getAiSequence().isInPursuit();
|
||||
}
|
||||
|
||||
void MechanicsManager::actorKilled(const MWWorld::Ptr &victim, const MWWorld::Ptr &attacker)
|
||||
|
|
|
@ -979,12 +979,10 @@ void removeMagicEffect(const MWWorld::Ptr& target, ActiveSpells::ActiveSpellPara
|
|||
if(magnitudes.get(effect.mEffectId).getMagnitude() <= 0.f)
|
||||
{
|
||||
auto& seq = target.getClass().getCreatureStats(target).getAiSequence();
|
||||
auto it = std::find_if(seq.begin(), seq.end(), [&](const auto& package)
|
||||
seq.erasePackageIf([&](const auto& package)
|
||||
{
|
||||
return package->getTypeId() == MWMechanics::AiPackageTypeId::Follow && static_cast<const MWMechanics::AiFollow*>(package.get())->isCommanded();
|
||||
});
|
||||
if(it != seq.end())
|
||||
seq.erase(it);
|
||||
}
|
||||
break;
|
||||
case ESM::MagicEffect::ExtraSpell:
|
||||
|
|
Loading…
Reference in a new issue