Fix an issue with the AI code

This commit is contained in:
scrawl 2013-11-19 18:43:32 +01:00
parent 38a82c4b0b
commit 0b9676aaa3

View file

@ -39,46 +39,42 @@ namespace MWMechanics
if(!MWBase::Environment::get().getWindowManager()->isGuiMode()) if(!MWBase::Environment::get().getWindowManager()->isGuiMode())
{ {
// AI // AI
if(MWBase::Environment::get().getMechanicsManager())//check MechanismsManager is already created if(MWBase::Environment::get().getMechanicsManager()->isAIActive())
{ {
if(MWBase::Environment::get().getMechanicsManager()->isAIActive())//MWBase::Environment::get().getMechanicsManager()->isAIActive()) CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
//engage combat or not?
if(ptr != MWBase::Environment::get().getWorld()->getPlayer().getPlayer() && !creatureStats.isHostile())
{ {
CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr); ESM::Position playerpos = MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getRefData().getPosition();
if(ptr != MWBase::Environment::get().getWorld()->getPlayer().getPlayer()) MWBase::Environment::get().getMechanicsManager()->restoreDynamicStats(); ESM::Position actorpos = ptr.getRefData().getPosition();
//engage combat or not? float d = sqrt((actorpos.pos[0] - playerpos.pos[0])*(actorpos.pos[0] - playerpos.pos[0])
if(ptr != MWBase::Environment::get().getWorld()->getPlayer().getPlayer() && !creatureStats.isHostile()) +(actorpos.pos[1] - playerpos.pos[1])*(actorpos.pos[1] - playerpos.pos[1])
+(actorpos.pos[2] - playerpos.pos[2])*(actorpos.pos[2] - playerpos.pos[2]));
float fight = ptr.getClass().getCreatureStats(ptr).getAiSetting(1);
float disp = 100; //creatures don't have disposition, so set it to 100 by default
if(ptr.getTypeName() == typeid(ESM::NPC).name())
{ {
ESM::Position playerpos = MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getRefData().getPosition(); disp = MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(ptr);
ESM::Position actorpos = ptr.getRefData().getPosition(); }
float d = sqrt((actorpos.pos[0] - playerpos.pos[0])*(actorpos.pos[0] - playerpos.pos[0]) bool LOS = MWBase::Environment::get().getWorld()->getLOS(ptr,MWBase::Environment::get().getWorld()->getPlayer().getPlayer());
+(actorpos.pos[1] - playerpos.pos[1])*(actorpos.pos[1] - playerpos.pos[1]) if( ( (fight == 100 )
+(actorpos.pos[2] - playerpos.pos[2])*(actorpos.pos[2] - playerpos.pos[2])); || (fight >= 95 && d <= 3000)
float fight = ptr.getClass().getCreatureStats(ptr).getAiSetting(1); || (fight >= 90 && d <= 2000)
float disp = 100; //creatures don't have disposition, so set it to 100 by default || (fight >= 80 && d <= 1000)
if(ptr.getTypeName() == typeid(ESM::NPC).name()) || (fight >= 80 && disp <= 40)
{ || (fight >= 70 && disp <= 35 && d <= 1000)
disp = MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(ptr); || (fight >= 60 && disp <= 30 && d <= 1000)
} || (fight >= 50 && disp == 0)
bool LOS = MWBase::Environment::get().getWorld()->getLOS(ptr,MWBase::Environment::get().getWorld()->getPlayer().getPlayer()); || (fight >= 40 && disp <= 10 && d <= 500) )
if( ( (fight == 100 ) && LOS
|| (fight >= 95 && d <= 3000) )
|| (fight >= 90 && d <= 2000) {
|| (fight >= 80 && d <= 1000) creatureStats.getAiSequence().stack(AiCombat("player"));
|| (fight >= 80 && disp <= 40) creatureStats.setHostile(true);
|| (fight >= 70 && disp <= 35 && d <= 1000)
|| (fight >= 60 && disp <= 30 && d <= 1000)
|| (fight >= 50 && disp == 0)
|| (fight >= 40 && disp <= 10 && d <= 500) )
&& LOS
)
{
creatureStats.getAiSequence().stack(AiCombat("player"));
creatureStats.setHostile(true);
}
} }
creatureStats.getAiSequence().execute (ptr,duration);
} }
creatureStats.getAiSequence().execute (ptr,duration);
} }
// fatigue restoration // fatigue restoration
@ -212,6 +208,7 @@ namespace MWMechanics
stat.setModifier(effects.get(EffectKey(ESM::MagicEffect::FortifyHealth+i)).mMagnitude - stat.setModifier(effects.get(EffectKey(ESM::MagicEffect::FortifyHealth+i)).mMagnitude -
effects.get(EffectKey(ESM::MagicEffect::DrainHealth+i)).mMagnitude); effects.get(EffectKey(ESM::MagicEffect::DrainHealth+i)).mMagnitude);
float currentDiff = creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::RestoreHealth+i)).mMagnitude float currentDiff = creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::RestoreHealth+i)).mMagnitude
- creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::DamageHealth+i)).mMagnitude - creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::DamageHealth+i)).mMagnitude
- creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::AbsorbHealth)).mMagnitude; - creatureStats.getMagicEffects().get(EffectKey(ESM::MagicEffect::AbsorbHealth)).mMagnitude;