forked from mirror/openmw-tes3mp
Updated AiCombat:
-moved everything except target to temporary storage -removed the Pathfinder since present in baseclass -cleaned some trigonometric mess
This commit is contained in:
parent
4391c1fd00
commit
4c36c67fb8
2 changed files with 165 additions and 148 deletions
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@ -26,12 +26,6 @@
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namespace
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{
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static float sgn(Ogre::Radian a)
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{
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if(a.valueDegrees() > 0)
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return 1.0;
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return -1.0;
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}
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//chooses an attack depending on probability to avoid uniformity
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ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement);
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@ -41,16 +35,15 @@ namespace
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Ogre::Vector3 AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const Ogre::Vector3& vLastTargetPos,
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float duration, int weapType, float strength);
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float getZAngleToDir(const Ogre::Vector3& dir, float dirLen = 0.0f)
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float getZAngleToDir(const Ogre::Vector3& dir)
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{
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float len = (dirLen > 0.0f)? dirLen : dir.length();
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return Ogre::Radian( Ogre::Math::ACos(dir.y / len) * sgn(Ogre::Math::ASin(dir.x / len)) ).valueDegrees();
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return Ogre::Math::ATan2(dir.x,dir.y).valueDegrees();
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}
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float getXAngleToDir(const Ogre::Vector3& dir, float dirLen = 0.0f)
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{
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float len = (dirLen > 0.0f)? dirLen : dir.length();
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return Ogre::Radian(-Ogre::Math::ASin(dir.z / len)).valueDegrees();
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return -Ogre::Math::ASin(dir.z / len).valueRadians();
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}
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@ -90,38 +83,16 @@ namespace MWMechanics
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AiCombat::AiCombat(const MWWorld::Ptr& actor) :
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mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId())
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, mMinMaxAttackDuration()
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, mMovement()
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{
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init();
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mLastTargetPos = Ogre::Vector3(actor.getRefData().getPosition().pos);
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}
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{}
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AiCombat::AiCombat(const ESM::AiSequence::AiCombat *combat)
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: mMinMaxAttackDuration()
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, mMovement()
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{
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mTargetActorId = combat->mTargetActorId;
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init();
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}
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void AiCombat::init()
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{
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mActionCooldown = 0;
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mTimerAttack = 0;
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mTimerReact = 0;
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mTimerCombatMove = 0;
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mFollowTarget = false;
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mReadyToAttack = false;
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mAttack = false;
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mCombatMove = false;
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mForceNoShortcut = false;
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mStrength = 0;
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mCell = NULL;
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mLastTargetPos = Ogre::Vector3(0,0,0);
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mMinMaxAttackDurationInitialised = false;
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}
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/*
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@ -172,6 +143,29 @@ namespace MWMechanics
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*/
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bool AiCombat::execute (const MWWorld::Ptr& actor, AiState& state, float duration)
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{
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AiCombatStorage& storage = state.get<AiCombatStorage>();
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// PathFinder& mPathFinder;
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// ObstacleCheck& mObstacleCheck = storage.mObstacleCheck;
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float& timerAttack = storage.mTimerAttack;
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float& timerReact = storage.mTimerReact;
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float& timerCombatMove = storage.mTimerCombatMove;
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bool& readyToAttack = storage.mReadyToAttack;
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bool& attack = storage.mAttack;
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bool& followTarget = storage.mFollowTarget;
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bool& combatMove = storage.mCombatMove;
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Ogre::Vector3& lastTargetPos = storage.mLastTargetPos;
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const MWWorld::CellStore*& currentCell = storage.mCell;
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boost::shared_ptr<Action>& currentAction = storage.mCurrentAction;
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float actionCooldown = storage.mActionCooldown;
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float strength = storage.mStrength;
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float (&minMaxAttackDuration)[3][2] = storage.mMinMaxAttackDuration;
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bool& minMaxAttackDurationInitialised = storage.mMinMaxAttackDurationInitialised;
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bool& forceNoShortcut = storage.mForceNoShortcut;
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ESM::Position& shortcutFailPos = storage.mShortcutFailPos;
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Ogre::Vector3& lastActorPos = storage.mLastActorPos;
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MWMechanics::Movement& movement = storage.mMovement;
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//General description
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if(actor.getClass().getCreatureStats(actor).isDead())
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return true;
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@ -200,29 +194,29 @@ namespace MWMechanics
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}
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//Update every frame
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if(mCombatMove)
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if(combatMove)
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{
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mTimerCombatMove -= duration;
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if( mTimerCombatMove <= 0)
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timerCombatMove -= duration;
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if( timerCombatMove <= 0)
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{
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mTimerCombatMove = 0;
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mMovement.mPosition[1] = mMovement.mPosition[0] = 0;
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mCombatMove = false;
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timerCombatMove = 0;
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movement.mPosition[1] = movement.mPosition[0] = 0;
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combatMove = false;
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}
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}
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actorClass.getMovementSettings(actor) = mMovement;
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actorClass.getMovementSettings(actor) = movement;
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actorClass.getMovementSettings(actor).mRotation[0] = 0;
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actorClass.getMovementSettings(actor).mRotation[2] = 0;
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if(mMovement.mRotation[2] != 0)
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if(movement.mRotation[2] != 0)
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{
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if(zTurn(actor, Ogre::Degree(mMovement.mRotation[2]))) mMovement.mRotation[2] = 0;
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if(zTurn(actor, Ogre::Degree(movement.mRotation[2]))) movement.mRotation[2] = 0;
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}
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if(mMovement.mRotation[0] != 0)
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if(movement.mRotation[0] != 0)
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{
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if(smoothTurn(actor, Ogre::Degree(mMovement.mRotation[0]), 0)) mMovement.mRotation[0] = 0;
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if(smoothTurn(actor, Ogre::Degree(movement.mRotation[0]), 0)) movement.mRotation[0] = 0;
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}
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//TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f
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@ -230,44 +224,44 @@ namespace MWMechanics
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ESM::Weapon::AttackType attackType;
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if(mReadyToAttack)
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if(readyToAttack)
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{
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if (!mMinMaxAttackDurationInitialised)
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if (!minMaxAttackDurationInitialised)
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{
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// TODO: this must be updated when a different weapon is equipped
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getMinMaxAttackDuration(actor, mMinMaxAttackDuration);
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mMinMaxAttackDurationInitialised = true;
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getMinMaxAttackDuration(actor, minMaxAttackDuration);
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minMaxAttackDurationInitialised = true;
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}
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if (mTimerAttack < 0) mAttack = false;
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if (timerAttack < 0) attack = false;
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mTimerAttack -= duration;
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timerAttack -= duration;
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}
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else
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{
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mTimerAttack = -attacksPeriod;
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mAttack = false;
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timerAttack = -attacksPeriod;
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attack = false;
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}
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actorClass.getCreatureStats(actor).setAttackingOrSpell(mAttack);
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actorClass.getCreatureStats(actor).setAttackingOrSpell(attack);
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mActionCooldown -= duration;
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actionCooldown -= duration;
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float tReaction = 0.25f;
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if(mTimerReact < tReaction)
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if(timerReact < tReaction)
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{
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mTimerReact += duration;
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timerReact += duration;
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return false;
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}
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//Update with period = tReaction
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mTimerReact = 0;
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timerReact = 0;
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bool cellChange = mCell && (actor.getCell() != mCell);
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if(!mCell || cellChange)
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bool cellChange = currentCell && (actor.getCell() != currentCell);
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if(!currentCell || cellChange)
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{
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mCell = actor.getCell();
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currentCell = actor.getCell();
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}
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MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(actor);
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@ -276,18 +270,18 @@ namespace MWMechanics
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actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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if (mActionCooldown > 0)
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if (actionCooldown > 0)
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return false;
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float rangeAttack = 0;
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float rangeFollow = 0;
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if (anim->upperBodyReady())
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{
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mCurrentAction = prepareNextAction(actor, target);
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mActionCooldown = mCurrentAction->getActionCooldown();
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currentAction = prepareNextAction(actor, target);
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actionCooldown = currentAction->getActionCooldown();
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}
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if (mCurrentAction.get())
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mCurrentAction->getCombatRange(rangeAttack, rangeFollow);
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if (currentAction.get())
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currentAction->getCombatRange(rangeAttack, rangeFollow);
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// FIXME: consider moving this stuff to ActionWeapon::getCombatRange
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const ESM::Weapon *weapon = NULL;
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@ -347,20 +341,20 @@ namespace MWMechanics
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}
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// start new attack
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if(mReadyToAttack)
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if(readyToAttack)
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{
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if(mTimerAttack <= -attacksPeriod)
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if(timerAttack <= -attacksPeriod)
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{
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mAttack = true; // attack starts just now
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attack = true; // attack starts just now
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if (!distantCombat) attackType = chooseBestAttack(weapon, mMovement);
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if (!distantCombat) attackType = chooseBestAttack(weapon, movement);
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else attackType = ESM::Weapon::AT_Chop; // cause it's =0
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mStrength = static_cast<float>(rand()) / RAND_MAX;
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strength = static_cast<float>(rand()) / RAND_MAX;
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// Note: may be 0 for some animations
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mTimerAttack = mMinMaxAttackDuration[attackType][0] +
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(mMinMaxAttackDuration[attackType][1] - mMinMaxAttackDuration[attackType][0]) * mStrength;
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timerAttack = minMaxAttackDuration[attackType][0] +
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(minMaxAttackDuration[attackType][1] - minMaxAttackDuration[attackType][0]) * strength;
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//say a provoking combat phrase
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if (actor.getClass().isNpc())
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@ -414,10 +408,10 @@ namespace MWMechanics
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bool isStuck = false;
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float speed = 0.0f;
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if(mMovement.mPosition[1] && (mLastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * tReaction / 2)
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if(movement.mPosition[1] && (lastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * tReaction / 2)
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isStuck = true;
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mLastActorPos = vActorPos;
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lastActorPos = vActorPos;
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// check if actor can move along z-axis
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bool canMoveByZ = (actorClass.canSwim(actor) && world->isSwimming(actor))
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bool inLOS = distantCombat ? world->getLOS(actor, target) : true;
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// (within attack dist) || (not quite attack dist while following)
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if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && mFollowTarget && !isStuck)))
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if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && followTarget && !isStuck)))
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{
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//Melee and Close-up combat
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@ -437,29 +431,29 @@ namespace MWMechanics
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// note: in getZAngleToDir if we preserve dir.z then horizontal angle can be inaccurate
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if (distantCombat)
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{
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Ogre::Vector3 vAimDir = AimDirToMovingTarget(actor, target, mLastTargetPos, tReaction, weaptype, mStrength);
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mLastTargetPos = vTargetPos;
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mMovement.mRotation[0] = getXAngleToDir(vAimDir);
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mMovement.mRotation[2] = getZAngleToDir(Ogre::Vector3(vAimDir.x, vAimDir.y, 0));
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Ogre::Vector3 vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, tReaction, weaptype, strength);
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lastTargetPos = vTargetPos;
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movement.mRotation[0] = getXAngleToDir(vAimDir);
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movement.mRotation[2] = getZAngleToDir(vAimDir);
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}
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else
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{
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mMovement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
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mMovement.mRotation[2] = getZAngleToDir(Ogre::Vector3(vDirToTarget.x, vDirToTarget.y, 0));
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movement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
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movement.mRotation[2] = getZAngleToDir(vDirToTarget);
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}
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// (not quite attack dist while following)
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if (mFollowTarget && distToTarget > rangeAttack)
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if (followTarget && distToTarget > rangeAttack)
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{
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//Close-up combat: just run up on target
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mMovement.mPosition[1] = 1;
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movement.mPosition[1] = 1;
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}
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else // (within attack dist)
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{
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if(mMovement.mPosition[0] || mMovement.mPosition[1])
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if(movement.mPosition[0] || movement.mPosition[1])
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{
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mTimerCombatMove = 0.1f + 0.1f * static_cast<float>(rand())/RAND_MAX;
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mCombatMove = true;
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timerCombatMove = 0.1f + 0.1f * static_cast<float>(rand())/RAND_MAX;
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combatMove = true;
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}
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// only NPCs are smart enough to use dodge movements
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else if(actorClass.isNpc() && (!distantCombat || (distantCombat && distToTarget < rangeAttack/2)))
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@ -467,20 +461,20 @@ namespace MWMechanics
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//apply sideway movement (kind of dodging) with some probability
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if(static_cast<float>(rand())/RAND_MAX < 0.25)
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{
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mMovement.mPosition[0] = static_cast<float>(rand())/RAND_MAX < 0.5? 1: -1;
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mTimerCombatMove = 0.05f + 0.15f * static_cast<float>(rand())/RAND_MAX;
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mCombatMove = true;
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movement.mPosition[0] = static_cast<float>(rand())/RAND_MAX < 0.5? 1: -1;
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timerCombatMove = 0.05f + 0.15f * static_cast<float>(rand())/RAND_MAX;
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combatMove = true;
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}
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}
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if(distantCombat && distToTarget < rangeAttack/4)
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{
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mMovement.mPosition[1] = -1;
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movement.mPosition[1] = -1;
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}
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mReadyToAttack = true;
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readyToAttack = true;
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//only once got in melee combat, actor is allowed to use close-up shortcutting
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mFollowTarget = true;
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followTarget = true;
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}
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}
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else // remote pathfinding
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@ -489,8 +483,8 @@ namespace MWMechanics
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if (!distantCombat) inLOS = world->getLOS(actor, target);
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// check if shortcut is available
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if(inLOS && (!isStuck || mReadyToAttack)
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&& (!mForceNoShortcut || (Ogre::Vector3(mShortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST))
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if(inLOS && (!isStuck || readyToAttack)
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&& (!forceNoShortcut || (Ogre::Vector3(shortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST))
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{
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if(speed == 0.0f) speed = actorClass.getSpeed(actor);
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// maximum dist before pit/obstacle for actor to avoid them depending on his speed
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@ -504,21 +498,21 @@ namespace MWMechanics
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if(preferShortcut)
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{
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if (canMoveByZ)
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mMovement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
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mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
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mForceNoShortcut = false;
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mShortcutFailPos.pos[0] = mShortcutFailPos.pos[1] = mShortcutFailPos.pos[2] = 0;
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movement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget);
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movement.mRotation[2] = getZAngleToDir(vDirToTarget);
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forceNoShortcut = false;
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shortcutFailPos.pos[0] = shortcutFailPos.pos[1] = shortcutFailPos.pos[2] = 0;
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mPathFinder.clearPath();
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}
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else // if shortcut failed stick to path grid
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{
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if(!isStuck && mShortcutFailPos.pos[0] == 0.0f && mShortcutFailPos.pos[1] == 0.0f && mShortcutFailPos.pos[2] == 0.0f)
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if(!isStuck && shortcutFailPos.pos[0] == 0.0f && shortcutFailPos.pos[1] == 0.0f && shortcutFailPos.pos[2] == 0.0f)
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{
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mForceNoShortcut = true;
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mShortcutFailPos = pos;
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forceNoShortcut = true;
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shortcutFailPos = pos;
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}
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mFollowTarget = false;
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followTarget = false;
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buildNewPath(actor, target); //may fail to build a path, check before use
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@ -536,7 +530,7 @@ namespace MWMechanics
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// if current actor pos is closer to target then last point of path (excluding target itself) then go straight on target
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if(distToTarget <= (vTargetPos - vBeforeTarget).length())
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{
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mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
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movement.mRotation[2] = getZAngleToDir(vDirToTarget);
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preferShortcut = true;
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}
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}
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@ -545,20 +539,20 @@ namespace MWMechanics
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if(!preferShortcut)
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{
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if(!mPathFinder.getPath().empty())
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mMovement.mRotation[2] = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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movement.mRotation[2] = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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else
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mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
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movement.mRotation[2] = getZAngleToDir(vDirToTarget);
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}
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}
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mMovement.mPosition[1] = 1;
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if (mReadyToAttack)
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movement.mPosition[1] = 1;
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if (readyToAttack)
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{
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// to stop possible sideway moving after target moved out of attack range
|
||||
mCombatMove = true;
|
||||
mTimerCombatMove = 0;
|
||||
combatMove = true;
|
||||
timerCombatMove = 0;
|
||||
}
|
||||
mReadyToAttack = false;
|
||||
readyToAttack = false;
|
||||
}
|
||||
|
||||
if(!isStuck && distToTarget > rangeAttack && !distantCombat)
|
||||
|
@ -579,16 +573,16 @@ namespace MWMechanics
|
|||
float t = s1/speed1;
|
||||
float s2 = speed2 * t;
|
||||
float t_swing =
|
||||
mMinMaxAttackDuration[ESM::Weapon::AT_Thrust][0] +
|
||||
(mMinMaxAttackDuration[ESM::Weapon::AT_Thrust][1] - mMinMaxAttackDuration[ESM::Weapon::AT_Thrust][0]) * static_cast<float>(rand()) / RAND_MAX;
|
||||
minMaxAttackDuration[ESM::Weapon::AT_Thrust][0] +
|
||||
(minMaxAttackDuration[ESM::Weapon::AT_Thrust][1] - minMaxAttackDuration[ESM::Weapon::AT_Thrust][0]) * static_cast<float>(rand()) / RAND_MAX;
|
||||
|
||||
if (t + s2/speed1 <= t_swing)
|
||||
{
|
||||
mReadyToAttack = true;
|
||||
if(mTimerAttack <= -attacksPeriod)
|
||||
readyToAttack = true;
|
||||
if(timerAttack <= -attacksPeriod)
|
||||
{
|
||||
mTimerAttack = t_swing;
|
||||
mAttack = true;
|
||||
timerAttack = t_swing;
|
||||
attack = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -598,7 +592,7 @@ namespace MWMechanics
|
|||
// coded at 250ms or 1/4 second
|
||||
//
|
||||
// TODO: Add a parameter to vary DURATION_SAME_SPOT?
|
||||
if((distToTarget > rangeAttack || mFollowTarget) &&
|
||||
if((distToTarget > rangeAttack || followTarget) &&
|
||||
mObstacleCheck.check(actor, tReaction)) // check if evasive action needed
|
||||
{
|
||||
// probably walking into another NPC TODO: untested in combat situation
|
||||
|
@ -610,8 +604,8 @@ namespace MWMechanics
|
|||
if(mPathFinder.isPathConstructed())
|
||||
zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1])));
|
||||
|
||||
if(mFollowTarget)
|
||||
mFollowTarget = false;
|
||||
if(followTarget)
|
||||
followTarget = false;
|
||||
// FIXME: can fool actors to stay behind doors, etc.
|
||||
// Related to Bug#1102 and to some degree #1155 as well
|
||||
}
|
||||
|
|
|
@ -54,40 +54,63 @@ namespace MWMechanics
|
|||
virtual void writeState(ESM::AiSequence::AiSequence &sequence) const;
|
||||
|
||||
private:
|
||||
PathFinder mPathFinder;
|
||||
// controls duration of the actual strike
|
||||
float mTimerAttack;
|
||||
float mTimerReact;
|
||||
// controls duration of the sideway & forward moves
|
||||
// when mCombatMove is true
|
||||
float mTimerCombatMove;
|
||||
|
||||
// AiCombat states
|
||||
bool mReadyToAttack, mAttack;
|
||||
bool mFollowTarget;
|
||||
bool mCombatMove;
|
||||
|
||||
float mStrength; // this is actually make sense only in ranged combat
|
||||
float mMinMaxAttackDuration[3][2]; // slash, thrust, chop has different durations
|
||||
bool mMinMaxAttackDurationInitialised;
|
||||
|
||||
bool mForceNoShortcut;
|
||||
ESM::Position mShortcutFailPos;
|
||||
|
||||
Ogre::Vector3 mLastActorPos;
|
||||
MWMechanics::Movement mMovement;
|
||||
|
||||
int mTargetActorId;
|
||||
Ogre::Vector3 mLastTargetPos;
|
||||
|
||||
const MWWorld::CellStore* mCell;
|
||||
ObstacleCheck mObstacleCheck;
|
||||
|
||||
boost::shared_ptr<Action> mCurrentAction;
|
||||
float mActionCooldown;
|
||||
|
||||
void buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target);
|
||||
};
|
||||
|
||||
struct AiCombatStorage : AiTemporaryBase
|
||||
{
|
||||
// controls duration of the actual strike
|
||||
float mTimerAttack;
|
||||
float mTimerReact;
|
||||
// controls duration of the sideway & forward moves
|
||||
// when mCombatMove is true
|
||||
float mTimerCombatMove;
|
||||
|
||||
// AiCombat states
|
||||
bool mReadyToAttack, mAttack;
|
||||
bool mFollowTarget;
|
||||
bool mCombatMove;
|
||||
|
||||
Ogre::Vector3 mLastTargetPos;
|
||||
|
||||
const MWWorld::CellStore* mCell;
|
||||
|
||||
boost::shared_ptr<Action> mCurrentAction;
|
||||
float mActionCooldown;
|
||||
|
||||
float mStrength; // this is actually make sense only in ranged combat
|
||||
float mMinMaxAttackDuration[3][2]; // slash, thrust, chop has different durations
|
||||
bool mMinMaxAttackDurationInitialised;
|
||||
|
||||
bool mForceNoShortcut;
|
||||
ESM::Position mShortcutFailPos;
|
||||
|
||||
Ogre::Vector3 mLastActorPos;
|
||||
MWMechanics::Movement mMovement;
|
||||
|
||||
AiCombatStorage()
|
||||
{
|
||||
mActionCooldown = 0;
|
||||
mTimerAttack = 0;
|
||||
mTimerReact = 0;
|
||||
mTimerCombatMove = 0;
|
||||
mFollowTarget = false;
|
||||
mReadyToAttack = false;
|
||||
mAttack = false;
|
||||
mCombatMove = false;
|
||||
mForceNoShortcut = false;
|
||||
mStrength = 0;
|
||||
mCell = NULL;
|
||||
mLastTargetPos = Ogre::Vector3(0,0,0);
|
||||
mLastActorPos = Ogre::Vector3(0,0,0);
|
||||
mMinMaxAttackDurationInitialised = false;
|
||||
}
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue