You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw/apps/openmw/mwmechanics/aicombat.cpp

806 lines
34 KiB
C++

#include "aicombat.hpp"
#include <components/misc/coordinateconverter.hpp>
#include <components/misc/rng.hpp>
#include <components/esm3/aisequence.hpp>
#include <components/misc/mathutil.hpp>
#include <components/detournavigator/navigatorutils.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include "../mwphysics/raycasting.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/world.hpp"
#include "actorutil.hpp"
#include "aicombataction.hpp"
#include "character.hpp"
#include "creaturestats.hpp"
#include "movement.hpp"
#include "pathgrid.hpp"
#include "steering.hpp"
#include "weapontype.hpp"
namespace
{
// chooses an attack depending on probability to avoid uniformity
std::string_view chooseBestAttack(const ESM::Weapon* weapon);
osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target,
const osg::Vec3f& vLastTargetPos, float duration, int weapType, float strength);
}
namespace MWMechanics
{
AiCombat::AiCombat(const MWWorld::Ptr& actor)
{
mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
AiCombat::AiCombat(const ESM::AiSequence::AiCombat* combat)
{
mTargetActorId = combat->mTargetActorId;
}
void AiCombat::init() {}
/*
* Current AiCombat movement states (as of 0.29.0), ignoring the details of the
* attack states such as CombatMove, Strike and ReadyToAttack:
*
* +----(within strike range)----->attack--(beyond strike range)-->follow
* | | ^ | |
* | | | | |
* pursue<---(beyond follow range)-----+ +----(within strike range)---+ |
* ^ |
* | |
* +-------------------------(beyond follow range)--------------------+
*
*
* Below diagram is high level only, the code detail is a little different
* (but including those detail will just complicate the diagram w/o adding much)
*
* +----------(same)-------------->attack---------(same)---------->follow
* | |^^ |||
* | ||| |||
* | +--(same)-----------------+|+----------(same)------------+||
* | | | ||
* | | | (in range) ||
* | <---+ (too far) | ||
* pursue<-------------------------[door open]<-----+ ||
* ^^^ | ||
* ||| | ||
* ||+----------evade-----+ | ||
* || | [closed door] | ||
* |+----> maybe stuck, check --------------> back up, check door ||
* | ^ | ^ | ^ ||
* | | | | | | ||
* | | +---+ +---+ ||
* | +-------------------------------------------------------+|
* | |
* +---------------------------(same)---------------------------------+
*
* FIXME:
*
* The new scheme is way too complicated, should really be implemented as a
* proper state machine.
*
* TODO:
*
* Use the observer pattern to coordinate attacks, provide intelligence on
* whether the target was hit, etc.
*/
bool AiCombat::execute(
const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
{
// get or create temporary storage
AiCombatStorage& storage = state.get<AiCombatStorage>();
// General description
if (actor.getClass().getCreatureStats(actor).isDead())
return true;
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
if (target.isEmpty())
return true;
if (!target.getRefData().getCount()
|| !target.getRefData().isEnabled() // Really we should be checking whether the target is currently
// registered with the MechanicsManager
|| target.getClass().getCreatureStats(target).isDead())
return true;
if (actor == target) // This should never happen.
return true;
if (!storage.isFleeing())
{
if (storage.mCurrentAction.get()) // need to wait to init action with its attack range
{
// Update every frame. UpdateLOS uses a timer, so the LOS check does not happen every frame.
updateLOS(actor, target, duration, storage);
const float targetReachedTolerance
= storage.mLOS && !storage.mUseCustomDestination ? storage.mAttackRange : 0.0f;
const osg::Vec3f destination = storage.mUseCustomDestination
? storage.mCustomDestination
: target.getRefData().getPosition().asVec3();
const bool is_target_reached = pathTo(actor, destination, duration, targetReachedTolerance);
if (is_target_reached)
storage.mReadyToAttack = true;
}
storage.updateCombatMove(duration);
storage.mRotateMove = false;
if (storage.mReadyToAttack)
updateActorsMovement(actor, duration, storage);
if (storage.mRotateMove)
return false;
storage.updateAttack(actor, characterController);
}
else
{
updateFleeing(actor, target, duration, storage);
}
storage.mActionCooldown -= duration;
if (storage.mReaction.update(duration) == Misc::TimerStatus::Waiting)
return false;
return attack(actor, target, storage, characterController);
}
bool AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage,
CharacterController& characterController)
{
const MWWorld::CellStore*& currentCell = storage.mCell;
bool cellChange = currentCell && (actor.getCell() != currentCell);
if (!currentCell || cellChange)
{
currentCell = actor.getCell();
}
bool forceFlee = false;
if (!canFight(actor, target))
{
storage.stopAttack();
actor.getClass().getCreatureStats(actor).setAttackingOrSpell(false);
storage.mActionCooldown = 0.f;
// Continue combat if target is player or player follower/escorter and an attack has been attempted
const auto& playerFollowersAndEscorters
= MWBase::Environment::get().getMechanicsManager()->getActorsSidingWith(MWMechanics::getPlayer());
bool targetSidesWithPlayer
= (std::find(playerFollowersAndEscorters.begin(), playerFollowersAndEscorters.end(), target)
!= playerFollowersAndEscorters.end());
if ((target == MWMechanics::getPlayer() || targetSidesWithPlayer)
&& ((actor.getClass().getCreatureStats(actor).getHitAttemptActorId()
== target.getClass().getCreatureStats(target).getActorId())
|| (target.getClass().getCreatureStats(target).getHitAttemptActorId()
== actor.getClass().getCreatureStats(actor).getActorId())))
forceFlee = true;
else // Otherwise end combat
return true;
}
const MWWorld::Class& actorClass = actor.getClass();
actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
float& actionCooldown = storage.mActionCooldown;
std::unique_ptr<Action>& currentAction = storage.mCurrentAction;
if (!forceFlee)
{
if (actionCooldown > 0)
return false;
if (characterController.readyToPrepareAttack())
{
currentAction = prepareNextAction(actor, target);
actionCooldown = currentAction->getActionCooldown();
}
}
else
{
currentAction = std::make_unique<ActionFlee>();
actionCooldown = currentAction->getActionCooldown();
}
if (!currentAction)
return false;
if (storage.isFleeing() != currentAction->isFleeing())
{
if (currentAction->isFleeing())
{
storage.startFleeing();
MWBase::Environment::get().getDialogueManager()->say(actor, ESM::RefId::stringRefId("flee"));
return false;
}
else
storage.stopFleeing();
}
bool isRangedCombat = false;
float& rangeAttack = storage.mAttackRange;
rangeAttack = currentAction->getCombatRange(isRangedCombat);
// Get weapon characteristics
const ESM::Weapon* weapon = currentAction->getWeapon();
ESM::Position pos = actor.getRefData().getPosition();
const osg::Vec3f vActorPos(pos.asVec3());
const osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3());
float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target);
storage.mReadyToAttack = (currentAction->isAttackingOrSpell() && distToTarget <= rangeAttack && storage.mLOS);
if (isRangedCombat)
{
// rotate actor taking into account target movement direction and projectile speed
osg::Vec3f vAimDir = AimDirToMovingTarget(actor, target, storage.mLastTargetPos, AI_REACTION_TIME,
(weapon ? weapon->mData.mType : 0), storage.mStrength);
storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
storage.mMovement.mRotation[2] = getZAngleToDir(vAimDir);
}
else
{
osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target, false);
storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
storage.mMovement.mRotation[2] = getZAngleToDir(
(vTargetPos - vActorPos)); // using vAimDir results in spastic movements since the head is animated
}
storage.mLastTargetPos = vTargetPos;
if (storage.mReadyToAttack)
{
storage.startCombatMove(isRangedCombat, distToTarget, rangeAttack, actor, target);
// start new attack
storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat);
}
// If actor uses custom destination it has to try to rebuild path because environment can change
// (door is opened between actor and target) or target position has changed and current custom destination
// is not good enough to attack target.
if (storage.mCurrentAction->isAttackingOrSpell()
&& ((!storage.mReadyToAttack && !mPathFinder.isPathConstructed())
|| (storage.mUseCustomDestination && (storage.mCustomDestination - vTargetPos).length() > rangeAttack)))
{
const MWBase::World* world = MWBase::Environment::get().getWorld();
// Try to build path to the target.
const auto agentBounds = world->getPathfindingAgentBounds(actor);
const auto navigatorFlags = getNavigatorFlags(actor);
const auto areaCosts = getAreaCosts(actor);
const ESM::Pathgrid* pathgrid = world->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->getCell());
const auto& pathGridGraph = getPathGridGraph(pathgrid);
mPathFinder.buildPath(actor, vActorPos, vTargetPos, actor.getCell(), pathGridGraph, agentBounds,
navigatorFlags, areaCosts, storage.mAttackRange, PathType::Full);
if (!mPathFinder.isPathConstructed())
{
// If there is no path, try to find a point on a line from the actor position to target projected
// on navmesh to attack the target from there.
const auto navigator = world->getNavigator();
const auto hit
= DetourNavigator::raycast(*navigator, agentBounds, vActorPos, vTargetPos, navigatorFlags);
if (hit.has_value() && (*hit - vTargetPos).length() <= rangeAttack)
{
// If the point is close enough, try to find a path to that point.
mPathFinder.buildPath(actor, vActorPos, *hit, actor.getCell(), pathGridGraph, agentBounds,
navigatorFlags, areaCosts, storage.mAttackRange, PathType::Full);
if (mPathFinder.isPathConstructed())
{
// If path to that point is found use it as custom destination.
storage.mCustomDestination = *hit;
storage.mUseCustomDestination = true;
}
}
if (!mPathFinder.isPathConstructed())
{
storage.mUseCustomDestination = false;
storage.stopAttack();
actor.getClass().getCreatureStats(actor).setAttackingOrSpell(false);
currentAction = std::make_unique<ActionFlee>();
actionCooldown = currentAction->getActionCooldown();
storage.startFleeing();
MWBase::Environment::get().getDialogueManager()->say(actor, ESM::RefId::stringRefId("flee"));
}
}
else
{
storage.mUseCustomDestination = false;
}
}
return false;
}
void MWMechanics::AiCombat::updateLOS(
const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, MWMechanics::AiCombatStorage& storage)
{
static const float LOS_UPDATE_DURATION = 0.5f;
if (storage.mUpdateLOSTimer <= 0.f)
{
storage.mLOS = MWBase::Environment::get().getWorld()->getLOS(actor, target);
storage.mUpdateLOSTimer = LOS_UPDATE_DURATION;
}
else
storage.mUpdateLOSTimer -= duration;
}
void MWMechanics::AiCombat::updateFleeing(
const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, MWMechanics::AiCombatStorage& storage)
{
static const float BLIND_RUN_DURATION = 1.0f;
updateLOS(actor, target, duration, storage);
AiCombatStorage::FleeState& state = storage.mFleeState;
switch (state)
{
case AiCombatStorage::FleeState_None:
return;
case AiCombatStorage::FleeState_Idle:
{
float triggerDist = getMaxAttackDistance(target);
const MWWorld::Cell* cellVariant = storage.mCell->getCell();
if (storage.mLOS && (triggerDist >= 1000 || getDistanceMinusHalfExtents(actor, target) <= triggerDist))
{
const ESM::Pathgrid* pathgrid
= MWBase::Environment::get().getESMStore()->get<ESM::Pathgrid>().search(*cellVariant);
bool runFallback = true;
if (pathgrid != nullptr && !pathgrid->mPoints.empty()
&& !actor.getClass().isPureWaterCreature(actor))
{
ESM::Pathgrid::PointList points;
Misc::CoordinateConverter coords(*storage.mCell->getCell());
osg::Vec3f localPos = actor.getRefData().getPosition().asVec3();
coords.toLocal(localPos);
int closestPointIndex = PathFinder::getClosestPoint(pathgrid, localPos);
for (int i = 0; i < static_cast<int>(pathgrid->mPoints.size()); i++)
{
if (i != closestPointIndex
&& getPathGridGraph(pathgrid).isPointConnected(closestPointIndex, i))
{
points.push_back(pathgrid->mPoints[static_cast<size_t>(i)]);
}
}
if (!points.empty())
{
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
ESM::Pathgrid::Point dest = points[Misc::Rng::rollDice(points.size(), prng)];
coords.toWorld(dest);
state = AiCombatStorage::FleeState_RunToDestination;
storage.mFleeDest = ESM::Pathgrid::Point(dest.mX, dest.mY, dest.mZ);
runFallback = false;
}
}
if (runFallback)
{
state = AiCombatStorage::FleeState_RunBlindly;
storage.mFleeBlindRunTimer = 0.0f;
}
}
}
break;
case AiCombatStorage::FleeState_RunBlindly:
{
// timer to prevent twitchy movement that can be observed in vanilla MW
if (storage.mFleeBlindRunTimer < BLIND_RUN_DURATION)
{
storage.mFleeBlindRunTimer += duration;
storage.mMovement.mRotation[0] = -actor.getRefData().getPosition().rot[0];
storage.mMovement.mRotation[2] = osg::PI
+ getZAngleToDir(
target.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3());
storage.mMovement.mPosition[1] = 1;
updateActorsMovement(actor, duration, storage);
}
else
state = AiCombatStorage::FleeState_Idle;
}
break;
case AiCombatStorage::FleeState_RunToDestination:
{
static const float fFleeDistance = MWBase::Environment::get()
.getESMStore()
->get<ESM::GameSetting>()
.find("fFleeDistance")
->mValue.getFloat();
float dist
= (actor.getRefData().getPosition().asVec3() - target.getRefData().getPosition().asVec3()).length();
if ((dist > fFleeDistance && !storage.mLOS)
|| pathTo(actor, PathFinder::makeOsgVec3(storage.mFleeDest), duration))
{
state = AiCombatStorage::FleeState_Idle;
}
}
break;
};
}
void AiCombat::updateActorsMovement(const MWWorld::Ptr& actor, float duration, AiCombatStorage& storage)
{
// apply combat movement
float deltaAngle = storage.mMovement.mRotation[2] - actor.getRefData().getPosition().rot[2];
osg::Vec2f movement = Misc::rotateVec2f(
osg::Vec2f(storage.mMovement.mPosition[0], storage.mMovement.mPosition[1]), -deltaAngle);
MWMechanics::Movement& actorMovementSettings = actor.getClass().getMovementSettings(actor);
actorMovementSettings.mPosition[0] = movement.x();
actorMovementSettings.mPosition[1] = movement.y();
actorMovementSettings.mPosition[2] = storage.mMovement.mPosition[2];
rotateActorOnAxis(actor, 2, actorMovementSettings, storage);
rotateActorOnAxis(actor, 0, actorMovementSettings, storage);
}
void AiCombat::rotateActorOnAxis(
const MWWorld::Ptr& actor, int axis, MWMechanics::Movement& actorMovementSettings, AiCombatStorage& storage)
{
actorMovementSettings.mRotation[axis] = 0;
bool isRangedCombat = false;
storage.mCurrentAction->getCombatRange(isRangedCombat);
float eps = isRangedCombat ? osg::DegreesToRadians(0.5) : osg::DegreesToRadians(3.f);
float targetAngleRadians = storage.mMovement.mRotation[axis];
storage.mRotateMove = !smoothTurn(actor, targetAngleRadians, axis, eps);
}
MWWorld::Ptr AiCombat::getTarget() const
{
if (mCachedTarget.isEmpty() || mCachedTarget.getRefData().isDeleted()
|| !mCachedTarget.getRefData().isEnabled())
{
mCachedTarget = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
}
return mCachedTarget;
}
void AiCombat::writeState(ESM::AiSequence::AiSequence& sequence) const
{
auto combat = std::make_unique<ESM::AiSequence::AiCombat>();
combat->mTargetActorId = mTargetActorId;
ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Combat;
package.mPackage = std::move(combat);
sequence.mPackages.push_back(std::move(package));
}
AiCombatStorage::AiCombatStorage()
: mAttackCooldown(0.0f)
, mReaction(MWBase::Environment::get().getWorld()->getPrng())
, mTimerCombatMove(0.0f)
, mReadyToAttack(false)
, mAttack(false)
, mAttackRange(0.0f)
, mCombatMove(false)
, mRotateMove(false)
, mLastTargetPos(0, 0, 0)
, mCell(nullptr)
, mCurrentAction()
, mActionCooldown(0.0f)
, mStrength()
, mForceNoShortcut(false)
, mShortcutFailPos()
, mMovement()
, mFleeState(FleeState_None)
, mLOS(false)
, mUpdateLOSTimer(0.0f)
, mFleeBlindRunTimer(0.0f)
, mUseCustomDestination(false)
, mCustomDestination()
{
}
void AiCombatStorage::startCombatMove(bool isDistantCombat, float distToTarget, float rangeAttack,
const MWWorld::Ptr& actor, const MWWorld::Ptr& target)
{
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
// get the range of the target's weapon
MWWorld::Ptr targetWeapon = MWWorld::Ptr();
const MWWorld::Class& targetClass = target.getClass();
if (targetClass.hasInventoryStore(target))
{
int weapType = ESM::Weapon::None;
MWWorld::ContainerStoreIterator weaponSlot = MWMechanics::getActiveWeapon(target, &weapType);
if (weapType > ESM::Weapon::None)
targetWeapon = *weaponSlot;
}
bool targetUsesRanged = false;
float rangeAttackOfTarget = ActionWeapon(targetWeapon).getCombatRange(targetUsesRanged);
if (mMovement.mPosition[0])
{
mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability(prng);
mCombatMove = true;
}
// dodge movements (for NPCs and bipedal creatures)
// Note: do not use for ranged combat yet since in couple with back up behaviour can move actor out of cliff
else if (actor.getClass().isBipedal(actor) && !isDistantCombat)
{
float moveDuration = 0;
float angleToTarget
= Misc::normalizeAngle(mMovement.mRotation[2] - actor.getRefData().getPosition().rot[2]);
// Apply a big side step if enemy tries to get around and come from behind.
// Otherwise apply a random side step (kind of dodging) with some probability
// if actor is within range of target's weapon.
if (std::abs(angleToTarget) > osg::PI / 4)
moveDuration = 0.2f;
else if (distToTarget <= rangeAttackOfTarget && Misc::Rng::rollClosedProbability(prng) < 0.25)
moveDuration = 0.1f + 0.1f * Misc::Rng::rollClosedProbability(prng);
if (moveDuration > 0)
{
mMovement.mPosition[0] = Misc::Rng::rollProbability(prng) < 0.5 ? 1.0f : -1.0f; // to the left/right
mTimerCombatMove = moveDuration;
mCombatMove = true;
}
}
mMovement.mPosition[1] = 0;
if (isDistantCombat)
{
// Backing up behaviour
// Actor backs up slightly further away than opponent's weapon range
// (in vanilla - only as far as opponent's weapon range),
// or not at all if opponent is using a ranged weapon
if (targetUsesRanged
|| distToTarget > rangeAttackOfTarget * 1.5) // Don't back up if the target is wielding ranged weapon
return;
// actor should not back up into water
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.5f))
return;
int mask
= MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Door;
// Actor can not back up if there is no free space behind
// Currently we take the 35% of actor's height from the ground as vector height.
// This approach allows us to detect small obstacles (e.g. crates) and curved walls.
osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getHalfExtents(actor);
osg::Vec3f pos = actor.getRefData().getPosition().asVec3();
osg::Vec3f source = pos + osg::Vec3f(0, 0, 0.75f * halfExtents.z());
osg::Vec3f fallbackDirection = actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0, -1, 0);
osg::Vec3f destination = source + fallbackDirection * (halfExtents.y() + 16);
const auto* rayCasting = MWBase::Environment::get().getWorld()->getRayCasting();
bool isObstacleDetected = rayCasting->castRay(source, destination, mask).mHit;
if (isObstacleDetected)
return;
// Check if there is nothing behind - probably actor is near cliff.
// A current approach: cast ray 1.5-yard ray down in 1.5 yard behind actor from 35% of actor's height.
// If we did not hit anything, there is a cliff behind actor.
source = pos + osg::Vec3f(0, 0, 0.75f * halfExtents.z()) + fallbackDirection * (halfExtents.y() + 96);
destination = source - osg::Vec3f(0, 0, 0.75f * halfExtents.z() + 96);
bool isCliffDetected = !rayCasting->castRay(source, destination, mask).mHit;
if (isCliffDetected)
return;
mMovement.mPosition[1] = -1;
}
}
void AiCombatStorage::updateCombatMove(float duration)
{
if (mCombatMove)
{
mTimerCombatMove -= duration;
if (mTimerCombatMove <= 0)
{
stopCombatMove();
}
}
}
void AiCombatStorage::stopCombatMove()
{
mTimerCombatMove = 0;
mMovement.mPosition[0] = 0;
mCombatMove = false;
}
void AiCombatStorage::startAttackIfReady(const MWWorld::Ptr& actor, CharacterController& characterController,
const ESM::Weapon* weapon, bool distantCombat)
{
if (mReadyToAttack && characterController.readyToStartAttack())
{
if (mAttackCooldown <= 0)
{
mAttack = true; // attack starts just now
actor.getClass().getCreatureStats(actor).setAttackingOrSpell(true);
if (!distantCombat)
characterController.setAIAttackType(chooseBestAttack(weapon));
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
mStrength = Misc::Rng::rollClosedProbability(prng);
const MWWorld::ESMStore& store = *MWBase::Environment::get().getESMStore();
float baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayCreature")->mValue.getFloat();
if (actor.getClass().isNpc())
{
baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayNPC")->mValue.getFloat();
}
// Say a provoking combat phrase
const int iVoiceAttackOdds
= store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->mValue.getInteger();
if (Misc::Rng::roll0to99(prng) < iVoiceAttackOdds)
{
MWBase::Environment::get().getDialogueManager()->say(actor, ESM::RefId::stringRefId("attack"));
}
mAttackCooldown = std::min(baseDelay + 0.01 * Misc::Rng::roll0to99(prng), baseDelay + 0.9);
}
else
mAttackCooldown -= AI_REACTION_TIME;
}
}
void AiCombatStorage::updateAttack(const MWWorld::Ptr& actor, CharacterController& characterController)
{
if (mAttack)
{
float attackStrength = characterController.calculateWindUp();
mAttack
= !characterController.readyToPrepareAttack() && attackStrength < mStrength && attackStrength != -1.f;
}
actor.getClass().getCreatureStats(actor).setAttackingOrSpell(mAttack);
}
void AiCombatStorage::stopAttack()
{
mMovement.mPosition[0] = 0;
mMovement.mPosition[1] = 0;
mMovement.mPosition[2] = 0;
mReadyToAttack = false;
mAttack = false;
}
void AiCombatStorage::startFleeing()
{
stopFleeing();
mFleeState = FleeState_Idle;
}
void AiCombatStorage::stopFleeing()
{
mMovement.mPosition[0] = 0;
mMovement.mPosition[1] = 0;
mMovement.mPosition[2] = 0;
mFleeState = FleeState_None;
mFleeDest = ESM::Pathgrid::Point(0, 0, 0);
}
bool AiCombatStorage::isFleeing()
{
return mFleeState != FleeState_None;
}
}
namespace
{
std::string_view chooseBestAttack(const ESM::Weapon* weapon)
{
if (weapon != nullptr)
{
// the more damage attackType deals the more probability it has
int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1]) / 2;
int chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1]) / 2;
int thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1]) / 2;
auto& prng = MWBase::Environment::get().getWorld()->getPrng();
float roll = Misc::Rng::rollClosedProbability(prng) * (slash + chop + thrust);
if (roll <= slash)
return "slash";
else if (roll <= (slash + thrust))
return "thrust";
else
return "chop";
}
return MWMechanics::CharacterController::getRandomAttackType();
}
osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target,
const osg::Vec3f& vLastTargetPos, float duration, int weapType, float strength)
{
float projSpeed;
const MWWorld::Store<ESM::GameSetting>& gmst
= MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
// get projectile speed (depending on weapon type)
if (MWMechanics::getWeaponType(weapType)->mWeaponClass == ESM::WeaponType::Thrown)
{
static float fThrownWeaponMinSpeed = gmst.find("fThrownWeaponMinSpeed")->mValue.getFloat();
static float fThrownWeaponMaxSpeed = gmst.find("fThrownWeaponMaxSpeed")->mValue.getFloat();
projSpeed = fThrownWeaponMinSpeed + (fThrownWeaponMaxSpeed - fThrownWeaponMinSpeed) * strength;
}
else if (weapType != 0)
{
static float fProjectileMinSpeed = gmst.find("fProjectileMinSpeed")->mValue.getFloat();
static float fProjectileMaxSpeed = gmst.find("fProjectileMaxSpeed")->mValue.getFloat();
projSpeed = fProjectileMinSpeed + (fProjectileMaxSpeed - fProjectileMinSpeed) * strength;
}
else // weapType is 0 ==> it's a target spell projectile
{
projSpeed = gmst.find("fTargetSpellMaxSpeed")->mValue.getFloat();
}
// idea: perpendicular to dir to target speed components of target move vector and projectile vector should be
// the same
osg::Vec3f vTargetPos = target.getRefData().getPosition().asVec3();
osg::Vec3f vDirToTarget = MWBase::Environment::get().getWorld()->aimToTarget(actor, target, true);
float distToTarget = vDirToTarget.length();
osg::Vec3f vTargetMoveDir = vTargetPos - vLastTargetPos;
vTargetMoveDir /= duration; // |vTargetMoveDir| is target real speed in units/sec now
osg::Vec3f vPerpToDir = vDirToTarget ^ osg::Vec3f(0, 0, 1); // cross product
vPerpToDir.normalize();
osg::Vec3f vDirToTargetNormalized = vDirToTarget;
vDirToTargetNormalized.normalize();
// dot product
float velPerp = vTargetMoveDir * vPerpToDir;
float velDir = vTargetMoveDir * vDirToTargetNormalized;
// time to collision between target and projectile
float t_collision;
float projVelDirSquared = projSpeed * projSpeed - velPerp * velPerp;
if (projVelDirSquared > 0)
{
osg::Vec3f vTargetMoveDirNormalized = vTargetMoveDir;
vTargetMoveDirNormalized.normalize();
float projDistDiff = vDirToTarget * vTargetMoveDirNormalized; // dot product
projDistDiff = std::sqrt(distToTarget * distToTarget - projDistDiff * projDistDiff);
t_collision = projDistDiff / (std::sqrt(projVelDirSquared) - velDir);
}
else
t_collision = 0; // speed of projectile is not enough to reach moving target
return vDirToTarget + vTargetMoveDir * t_collision;
}
}