Feature 1314: make npc fight creatures

This commit is contained in:
mrcheko 2014-05-16 00:03:48 +04:00
parent 725f6cac5e
commit 5be37f04ef
6 changed files with 187 additions and 62 deletions

View file

@ -178,54 +178,65 @@ namespace MWMechanics
calculateDynamicStats (ptr);
calculateCreatureStatModifiers (ptr, duration);
// AI
if(MWBase::Environment::get().getMechanicsManager()->isAIActive())
{
CreatureStats& creatureStats = MWWorld::Class::get(ptr).getCreatureStats(ptr);
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
//engage combat or not?
if(ptr != player && !creatureStats.isHostile())
{
ESM::Position playerpos = player.getRefData().getPosition();
ESM::Position actorpos = ptr.getRefData().getPosition();
float d = sqrt((actorpos.pos[0] - playerpos.pos[0])*(actorpos.pos[0] - playerpos.pos[0])
+(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(CreatureStats::AI_Fight).getModified();
if( (fight == 100 )
|| (fight >= 95 && d <= 3000)
|| (fight >= 90 && d <= 2000)
|| (fight >= 80 && d <= 1000)
)
{
bool LOS = MWBase::Environment::get().getWorld()->getLOS(ptr,player)
&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr);
if (LOS)
{
MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, player);
}
}
}
updateCrimePersuit(ptr, duration);
creatureStats.getAiSequence().execute (ptr,duration);
}
// fatigue restoration
calculateRestoration(ptr, duration, false);
}
void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration, bool paused)
void Actors::engageCombat (const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, bool againstPlayer)
{
if(!paused)
CreatureStats& creatureStats = MWWorld::Class::get(actor1).getCreatureStats(actor1);
if (againstPlayer && creatureStats.isHostile()) return; // already fighting against player
float fight;
if (againstPlayer)
fight = actor1.getClass().getCreatureStats(actor1).getAiSetting(CreatureStats::AI_Fight).getModified();
else
{
updateDrowning(ptr, duration);
calculateNpcStatModifiers(ptr);
updateEquippedLight(ptr, duration);
fight = 0;
// if one of actors is creature then we should make a decision to start combat or not
// NOTE: function doesn't take into account combat between 2 creatures
if (!actor1.getClass().isNpc())
{
// if creature is hostile then it is necessarily to start combat
if (creatureStats.isHostile()) fight = 100;
else fight = creatureStats.getAiSetting(CreatureStats::AI_Fight).getModified();
}
}
ESM::Position actor1Pos = actor1.getRefData().getPosition();
ESM::Position actor2Pos = actor2.getRefData().getPosition();
float d = Ogre::Vector3(actor1Pos.pos).distance(Ogre::Vector3(actor2Pos.pos));
if( (fight == 100 && d <= 5000)
|| (fight >= 95 && d <= 3000)
|| (fight >= 90 && d <= 2000)
|| (fight >= 80 && d <= 1000))
{
if (againstPlayer || actor2.getClass().getCreatureStats(actor2).getAiSequence().canAddTarget(actor2Pos, d))
{
bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor1, actor2);
if (againstPlayer) LOS &= MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor2, actor1);
if (LOS)
{
MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2);
if (!againstPlayer) // start combat between each other
{
MWBase::Environment::get().getMechanicsManager()->startCombat(actor2, actor1);
}
}
}
}
}
void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration)
{
updateDrowning(ptr, duration);
calculateNpcStatModifiers(ptr);
updateEquippedLight(ptr, duration);
}
void Actors::adjustMagicEffects (const MWWorld::Ptr& creature)
@ -830,10 +841,24 @@ namespace MWMechanics
}
}
static Ogre::Vector3 sBasePoint;
bool comparePtrDist (const MWWorld::Ptr& ptr1, const MWWorld::Ptr& ptr2)
{
return (sBasePoint.squaredDistance(Ogre::Vector3(ptr1.getRefData().getPosition().pos))
< sBasePoint.squaredDistance(Ogre::Vector3(ptr2.getRefData().getPosition().pos)));
}
void Actors::update (float duration, bool paused)
{
if(!paused)
{
std::list<MWWorld::Ptr> listGuards; // at the moment only guards certainly will fight with creatures
static float timerUpdateAITargets = 0;
// target lists get updated once every 1.0 sec
if (timerUpdateAITargets >= 1.0f) timerUpdateAITargets = 0;
// Reset data from previous frame
for (PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
{
@ -841,29 +866,64 @@ namespace MWMechanics
// Note, the new hit object for this frame may be set by CharacterController::update -> Animation::runAnimation
// (below)
iter->first.getClass().getCreatureStats(iter->first).setLastHitObject(std::string());
// add guards to list to later make them fight with creatures
if (timerUpdateAITargets == 0 && iter->first.getClass().isClass(iter->first, "Guard"))
listGuards.push_back(iter->first);
}
// AI and magic effects update
for (PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
listGuards.push_back(player);
// AI and magic effects update
for(PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
{
if (!iter->first.getClass().getCreatureStats(iter->first).isDead())
{
updateActor(iter->first, duration);
if (iter->first.getTypeName() == typeid(ESM::NPC).name())
updateNpc(iter->first, duration, paused);
if (MWBase::Environment::get().getMechanicsManager()->isAIActive())
{
// make guards and creatures fight each other
if (timerUpdateAITargets == 0 && !iter->first.getClass().isNpc() && !listGuards.empty())
{
//findNthClosest
sBasePoint = Ogre::Vector3(iter->first.getRefData().getPosition().pos);
listGuards.sort(comparePtrDist); // try to engage combat starting from the nearest creature
for (std::list<MWWorld::Ptr>::const_iterator it = listGuards.cbegin(); it != listGuards.cend(); ++it)
{
engageCombat(iter->first, *it, false);
}
}
if (iter->first != player) engageCombat(iter->first, player, true);
if (iter->first.getClass().isNpc() && iter->first != player)
updateCrimePersuit(iter->first, duration);
if (iter->first != player)
iter->first.getClass().getCreatureStats(iter->first).getAiSequence().execute(iter->first, duration);
}
if(iter->first.getTypeName() == typeid(ESM::NPC).name())
updateNpc(iter->first, duration);
}
}
timerUpdateAITargets += duration;
// Looping magic VFX update
// Note: we need to do this before any of the animations are updated.
// Reaching the text keys may trigger Hit / Spellcast (and as such, particles),
// so updating VFX immediately after that would just remove the particle effects instantly.
// There needs to be a magic effect update in between.
for (PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
for(PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
iter->second->updateContinuousVfx();
// Animation/movement update
for (PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();++iter)
for(PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
{
if (iter->first.getClass().getCreatureStats(iter->first).getMagicEffects().get(
ESM::MagicEffect::Paralyze).mMagnitude > 0)
@ -872,7 +932,7 @@ namespace MWMechanics
}
// Kill dead actors, update some variables
for (PtrControllerMap::iterator iter(mActors.begin());iter != mActors.end();iter++)
for(PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
{
const MWWorld::Class &cls = MWWorld::Class::get(iter->first);
CreatureStats &stats = cls.getCreatureStats(iter->first);
@ -945,7 +1005,6 @@ namespace MWMechanics
}
// if player is in sneak state see if anyone detects him
const MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
if (player.getClass().getCreatureStats(player).getMovementFlag(MWMechanics::CreatureStats::Flag_Sneak))
{
const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
@ -1075,9 +1134,7 @@ namespace MWMechanics
if(!stats.isDead() && stats.getAiSequence().getTypeId() == AiPackage::TypeIdCombat)
{
MWMechanics::AiCombat* package = static_cast<MWMechanics::AiCombat*>(stats.getAiSequence().getActivePackage());
// TODO: This is wrong! It's comparing Ref IDs with Ogre handles. The only case where this (coincidentally) works is the player.
// possibly applies to other code using getTargetId.
if(package->getTargetId() == actor.getCellRef().mRefID)
if(package->getTarget() == actor)
list.push_front(*iter);
}
}

View file

@ -27,7 +27,7 @@ namespace MWMechanics
{
std::map<std::string, int> mDeathCount;
void updateNpc(const MWWorld::Ptr &ptr, float duration, bool paused);
void updateNpc(const MWWorld::Ptr &ptr, float duration);
void adjustMagicEffects (const MWWorld::Ptr& creature);
@ -81,6 +81,12 @@ namespace MWMechanics
///< This function is normally called automatically during the update process, but it can
/// also be called explicitly at any time to force an update.
/** Start combat between two actors
@Notes: If againstPlayer = true then actor2 should be the Player.
If one of the combatants is creature it should be actor1.
*/
void engageCombat(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, bool againstPlayer);
void restoreDynamicStats(bool sleep);
///< If the player is sleeping, this should be called every hour.

View file

@ -149,11 +149,8 @@ namespace MWMechanics
bool AiCombat::execute (const MWWorld::Ptr& actor,float duration)
{
//General description
if(!actor.getClass().getCreatureStats(actor).isHostile()
|| actor.getClass().getCreatureStats(actor).getHealth().getCurrent() <= 0)
return true;
if(mTarget.getClass().getCreatureStats(mTarget).isDead())
if(actor.getClass().getCreatureStats(actor).isDead()
|| mTarget.getClass().getCreatureStats(mTarget).isDead() )
return true;
//Update every frame
@ -627,9 +624,9 @@ namespace MWMechanics
return 1;
}
const std::string &AiCombat::getTargetId() const
const MWWorld::Ptr &AiCombat::getTarget() const
{
return mTarget.getRefData().getHandle();
return mTarget;
}

View file

@ -28,7 +28,7 @@ namespace MWMechanics
virtual unsigned int getPriority() const;
const std::string &getTargetId() const;
const MWWorld::Ptr &getTarget() const;
private:
PathFinder mPathFinder;

View file

@ -61,7 +61,35 @@ bool MWMechanics::AiSequence::getCombatTarget(std::string &targetActorId) const
if (getTypeId() != AiPackage::TypeIdCombat)
return false;
const AiCombat *combat = static_cast<const AiCombat *>(mPackages.front());
targetActorId = combat->getTargetId();
targetActorId = combat->getTarget().getRefData().getHandle();
return true;
}
bool MWMechanics::AiSequence::canAddTarget(const ESM::Position& actorPos, float distToTarget) const
{
bool firstCombatFound = false;
MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
for(std::list<AiPackage*>::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it)
{
if ((*it)->getTypeId() == AiPackage::TypeIdCombat)
{
firstCombatFound = true;
const AiCombat *combat = static_cast<const AiCombat *>(*it);
if (combat->getTarget() != player) return false; // only 1 non-player target allowed
else
{
// add new target only if current target (player) is farther
ESM::Position &targetPos = combat->getTarget().getRefData().getPosition();
float distToCurrTarget = (Ogre::Vector3(targetPos.pos) - Ogre::Vector3(actorPos.pos)).length();
return (distToCurrTarget > distToTarget);
}
}
else if (firstCombatFound) break; // assumes combat packages go one-by-one in packages list
}
return true;
}
@ -96,6 +124,40 @@ void MWMechanics::AiSequence::execute (const MWWorld::Ptr& actor,float duration)
{
MWMechanics::AiPackage* package = mPackages.front();
mLastAiPackage = package->getTypeId();
// if active package is combat one, choose nearest target
if (mLastAiPackage == AiPackage::TypeIdCombat)
{
std::list<AiPackage *>::const_iterator itActualCombat;
float nearestDist = std::numeric_limits<float>::max();
Ogre::Vector3 vActorPos = Ogre::Vector3(actor.getRefData().getPosition().pos);
const AiCombat *package;
for(std::list<AiPackage *>::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it)
{
package = static_cast<const AiCombat *>(*it);
if ((*it)->getTypeId() != AiPackage::TypeIdCombat) break;
ESM::Position &targetPos = package->getTarget().getRefData().getPosition();
float distTo = (Ogre::Vector3(targetPos.pos) - vActorPos).length();
if (distTo < nearestDist)
{
nearestDist = distTo;
itActualCombat = it;
}
}
if (mPackages.cbegin() != itActualCombat)
{
// move combat package with nearest target to the front
mPackages.splice(mPackages.begin(), mPackages, itActualCombat);
}
}
if (package->execute (actor,duration))
{
// To account for the rare case where AiPackage::execute() queued another AI package

View file

@ -47,6 +47,9 @@ namespace MWMechanics
///< Return true and assign target if combat package is currently
/// active, return false otherwise
bool canAddTarget(const ESM::Position& actorPos, float distToTarget) const;
///< Function assumes that actor can have only 1 target apart player
void stopCombat();
///< Removes all combat packages until first non-combat or stack empty.