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Separate spell resistance
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5973285446
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8 changed files with 134 additions and 98 deletions
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@ -83,7 +83,7 @@ add_openmw_dir (mwclass
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add_openmw_dir (mwmechanics
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mechanicsmanagerimp stat creaturestats magiceffects movement actorutil
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drawstate spells activespells npcstats aipackage aisequence aipursue alchemy aiwander aitravel aifollow aiavoiddoor aibreathe
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aicast aiescort aiface aiactivate aicombat recharge repair enchanting pathfinding pathgrid security spellsuccess spellcasting
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aicast aiescort aiface aiactivate aicombat recharge repair enchanting pathfinding pathgrid security spellcasting spellresistance
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disease pickpocket levelledlist combat steering obstacle autocalcspell difficultyscaling aicombataction actor summoning
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character actors objects aistate coordinateconverter trading weaponpriority spellpriority weapontype
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)
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@ -18,6 +18,7 @@
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#include "npcstats.hpp"
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#include "movement.hpp"
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#include "spellcasting.hpp"
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#include "spellresistance.hpp"
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#include "difficultyscaling.hpp"
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#include "actorutil.hpp"
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#include "pathfinding.hpp"
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@ -28,6 +28,7 @@
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#include "aifollow.hpp"
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#include "weapontype.hpp"
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#include "summoning.hpp"
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#include "spellresistance.hpp"
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namespace MWMechanics
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{
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@ -168,83 +169,6 @@ namespace MWMechanics
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return spell && spellIncreasesSkill(spell);
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}
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float getEffectResistanceAttribute (short effectId, const MagicEffects* actorEffects)
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{
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short resistanceEffect = ESM::MagicEffect::getResistanceEffect(effectId);
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short weaknessEffect = ESM::MagicEffect::getWeaknessEffect(effectId);
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float resistance = 0;
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if (resistanceEffect != -1)
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resistance += actorEffects->get(resistanceEffect).getMagnitude();
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if (weaknessEffect != -1)
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resistance -= actorEffects->get(weaknessEffect).getMagnitude();
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if (effectId == ESM::MagicEffect::FireDamage)
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resistance += actorEffects->get(ESM::MagicEffect::FireShield).getMagnitude();
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if (effectId == ESM::MagicEffect::ShockDamage)
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resistance += actorEffects->get(ESM::MagicEffect::LightningShield).getMagnitude();
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if (effectId == ESM::MagicEffect::FrostDamage)
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resistance += actorEffects->get(ESM::MagicEffect::FrostShield).getMagnitude();
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return resistance;
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}
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float getEffectResistance (short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster,
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const ESM::Spell* spell, const MagicEffects* effects)
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{
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const ESM::MagicEffect *magicEffect =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find (
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effectId);
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const MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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const MWMechanics::MagicEffects* magicEffects = &stats.getMagicEffects();
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if (effects)
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magicEffects = effects;
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// Effects with no resistance attribute belonging to them can not be resisted
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if (ESM::MagicEffect::getResistanceEffect(effectId) == -1)
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return 0.f;
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float resistance = getEffectResistanceAttribute(effectId, magicEffects);
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int willpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
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float luck = static_cast<float>(stats.getAttribute(ESM::Attribute::Luck).getModified());
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float x = (willpower + 0.1f * luck) * stats.getFatigueTerm();
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// This makes spells that are easy to cast harder to resist and vice versa
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float castChance = 100.f;
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if (spell != nullptr && !caster.isEmpty() && caster.getClass().isActor())
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{
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castChance = getSpellSuccessChance(spell, caster, nullptr, false, false); // Uncapped casting chance
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}
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if (castChance > 0)
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x *= 50 / castChance;
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float roll = Misc::Rng::rollClosedProbability() * 100;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
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roll -= resistance;
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if (x <= roll)
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x = 0;
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else
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{
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if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
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x = 100;
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else
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x = roll / std::min(x, 100.f);
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}
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x = std::min(x + resistance, 100.f);
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return x;
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}
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float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster,
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const ESM::Spell* spell, const MagicEffects* effects)
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{
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float resistance = getEffectResistance(effectId, actor, caster, spell, effects);
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return 1 - resistance / 100.f;
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}
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/// Check if the given effect can be applied to the target. If \a castByPlayer, emits a message box on failure.
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bool checkEffectTarget (int effectId, const MWWorld::Ptr& target, const MWWorld::Ptr& caster, bool castByPlayer)
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{
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@ -1,5 +1,5 @@
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#ifndef MWMECHANICS_SPELLSUCCESS_H
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#define MWMECHANICS_SPELLSUCCESS_H
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#ifndef MWMECHANICS_SPELLCASTING_H
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#define MWMECHANICS_SPELLCASTING_H
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#include <components/esm/effectlist.hpp>
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#include <components/esm/loadskil.hpp>
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@ -46,24 +46,6 @@ namespace MWMechanics
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bool spellIncreasesSkill(const ESM::Spell* spell);
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bool spellIncreasesSkill(const std::string& spellId);
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/// Get the resistance attribute against an effect for a given actor. This will add together
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/// ResistX and Weakness to X effects relevant against the given effect.
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float getEffectResistanceAttribute (short effectId, const MagicEffects* actorEffects);
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/// Get the effective resistance against an effect casted by the given actor in the given spell (optional).
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/// @return >=100 for fully resisted. can also return negative value for damage amplification.
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/// @param effects Override the actor's current magicEffects. Useful if there are effects currently
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/// being applied (but not applied yet) that should also be considered.
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float getEffectResistance (short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster,
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const ESM::Spell* spell = nullptr, const MagicEffects* effects = nullptr);
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/// Get an effect multiplier for applying an effect cast by the given actor in the given spell (optional).
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/// @return effect multiplier from 0 to 2. (100% net resistance to 100% net weakness)
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/// @param effects Override the actor's current magicEffects. Useful if there are effects currently
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/// being applied (but not applied yet) that should also be considered.
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float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster,
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const ESM::Spell* spell = nullptr, const MagicEffects* effects = nullptr);
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bool checkEffectTarget (int effectId, const MWWorld::Ptr& target, const MWWorld::Ptr& caster, bool castByPlayer);
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int getEffectiveEnchantmentCastCost (float castCost, const MWWorld::Ptr& actor);
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@ -16,6 +16,7 @@
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#include "creaturestats.hpp"
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#include "spellcasting.hpp"
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#include "spellresistance.hpp"
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#include "weapontype.hpp"
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#include "combat.hpp"
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#include "summoning.hpp"
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90
apps/openmw/mwmechanics/spellresistance.cpp
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90
apps/openmw/mwmechanics/spellresistance.cpp
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@ -0,0 +1,90 @@
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#include "spellresistance.hpp"
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#include <components/misc/rng.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "creaturestats.hpp"
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#include "spellcasting.hpp"
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namespace MWMechanics
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{
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float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster,
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const ESM::Spell* spell, const MagicEffects* effects)
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{
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float resistance = getEffectResistance(effectId, actor, caster, spell, effects);
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return 1 - resistance / 100.f;
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}
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float getEffectResistance (short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster,
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const ESM::Spell* spell, const MagicEffects* effects)
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{
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// Effects with no resistance attribute belonging to them can not be resisted
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if (ESM::MagicEffect::getResistanceEffect(effectId) == -1)
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return 0.f;
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const auto magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectId);
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const MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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const MWMechanics::MagicEffects* magicEffects = &stats.getMagicEffects();
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if (effects)
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magicEffects = effects;
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float resistance = getEffectResistanceAttribute(effectId, magicEffects);
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int willpower = stats.getAttribute(ESM::Attribute::Willpower).getModified();
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float luck = static_cast<float>(stats.getAttribute(ESM::Attribute::Luck).getModified());
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float x = (willpower + 0.1f * luck) * stats.getFatigueTerm();
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// This makes spells that are easy to cast harder to resist and vice versa
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float castChance = 100.f;
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if (spell != nullptr && !caster.isEmpty() && caster.getClass().isActor())
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castChance = getSpellSuccessChance(spell, caster, nullptr, false, false); // Uncapped casting chance
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if (castChance > 0)
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x *= 50 / castChance;
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float roll = Misc::Rng::rollClosedProbability() * 100;
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if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
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roll -= resistance;
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if (x <= roll)
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x = 0;
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else
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{
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if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
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x = 100;
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else
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x = roll / std::min(x, 100.f);
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}
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x = std::min(x + resistance, 100.f);
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return x;
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}
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float getEffectResistanceAttribute (short effectId, const MagicEffects* actorEffects)
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{
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short resistanceEffect = ESM::MagicEffect::getResistanceEffect(effectId);
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short weaknessEffect = ESM::MagicEffect::getWeaknessEffect(effectId);
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float resistance = 0;
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if (resistanceEffect != -1)
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resistance += actorEffects->get(resistanceEffect).getMagnitude();
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if (weaknessEffect != -1)
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resistance -= actorEffects->get(weaknessEffect).getMagnitude();
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if (effectId == ESM::MagicEffect::FireDamage)
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resistance += actorEffects->get(ESM::MagicEffect::FireShield).getMagnitude();
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if (effectId == ESM::MagicEffect::ShockDamage)
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resistance += actorEffects->get(ESM::MagicEffect::LightningShield).getMagnitude();
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if (effectId == ESM::MagicEffect::FrostDamage)
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resistance += actorEffects->get(ESM::MagicEffect::FrostShield).getMagnitude();
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return resistance;
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}
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}
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37
apps/openmw/mwmechanics/spellresistance.hpp
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37
apps/openmw/mwmechanics/spellresistance.hpp
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#ifndef MWMECHANICS_SPELLRESISTANCE_H
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#define MWMECHANICS_SPELLRESISTANCE_H
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namespace ESM
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{
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struct Spell;
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}
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namespace MWWorld
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{
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class Ptr;
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}
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namespace MWMechanics
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{
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class MagicEffects;
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/// Get an effect multiplier for applying an effect cast by the given actor in the given spell (optional).
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/// @return effect multiplier from 0 to 2. (100% net resistance to 100% net weakness)
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/// @param effects Override the actor's current magicEffects. Useful if there are effects currently
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/// being applied (but not applied yet) that should also be considered.
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float getEffectMultiplier(short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster,
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const ESM::Spell* spell = nullptr, const MagicEffects* effects = nullptr);
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/// Get the effective resistance against an effect casted by the given actor in the given spell (optional).
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/// @return >=100 for fully resisted. can also return negative value for damage amplification.
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/// @param effects Override the actor's current magicEffects. Useful if there are effects currently
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/// being applied (but not applied yet) that should also be considered.
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float getEffectResistance (short effectId, const MWWorld::Ptr& actor, const MWWorld::Ptr& caster,
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const ESM::Spell* spell = nullptr, const MagicEffects* effects = nullptr);
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/// Get the resistance attribute against an effect for a given actor. This will add together
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/// ResistX and Weakness to X effects relevant against the given effect.
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float getEffectResistanceAttribute (short effectId, const MagicEffects* actorEffects);
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}
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#endif
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@ -14,6 +14,7 @@
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#include "../mwmechanics/npcstats.hpp"
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#include "../mwmechanics/spellcasting.hpp"
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#include "../mwmechanics/spellresistance.hpp"
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#include "../mwmechanics/actorutil.hpp"
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#include "../mwmechanics/weapontype.hpp"
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