Split weapons and spells rating code from combat actions

0.6.1
Andrei Kortunov 8 years ago
parent 6301fb8497
commit 604f9ee323

@ -84,7 +84,7 @@ add_openmw_dir (mwmechanics
drawstate spells activespells npcstats aipackage aisequence aipursue alchemy aiwander aitravel aifollow aiavoiddoor aibreathe
aiescort aiactivate aicombat repair enchanting pathfinding pathgrid security spellsuccess spellcasting
disease pickpocket levelledlist combat steering obstacle autocalcspell difficultyscaling aicombataction actor summoning
character actors objects aistate coordinateconverter trading aiface
character actors objects aistate coordinateconverter trading aiface weaponpriority spellpriority
)
add_openmw_dir (mwstate

@ -16,624 +16,25 @@
#include "npcstats.hpp"
#include "spellcasting.hpp"
#include "combat.hpp"
namespace
{
// RangeTypes using bitflags to allow multiple range types, as can be the case with spells having multiple effects.
enum RangeTypes
{
Self = 0x1,
Touch = 0x10,
Target = 0x100
};
int getRangeTypes (const ESM::EffectList& effects)
{
int types = 0;
for (std::vector<ESM::ENAMstruct>::const_iterator it = effects.mList.begin(); it != effects.mList.end(); ++it)
{
if (it->mRange == ESM::RT_Self)
types |= Self;
else if (it->mRange == ESM::RT_Touch)
types |= Touch;
else if (it->mRange == ESM::RT_Target)
types |= Target;
}
return types;
}
float suggestCombatRange(int rangeTypes)
{
static const float fCombatDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
static float fHandToHandReach = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat();
// This distance is a possible distance of melee attack
static float distance = fCombatDistance * std::max(2.f, fHandToHandReach);
if (rangeTypes & Touch)
{
return fCombatDistance;
}
return distance * 4;
}
int numEffectsToDispel (const MWWorld::Ptr& actor, int effectFilter=-1, bool negative = true)
{
int toCure=0;
const MWMechanics::ActiveSpells& activeSpells = actor.getClass().getCreatureStats(actor).getActiveSpells();
for (MWMechanics::ActiveSpells::TIterator it = activeSpells.begin(); it != activeSpells.end(); ++it)
{
const MWMechanics::ActiveSpells::ActiveSpellParams& params = it->second;
for (std::vector<MWMechanics::ActiveSpells::ActiveEffect>::const_iterator effectIt = params.mEffects.begin();
effectIt != params.mEffects.end(); ++effectIt)
{
int effectId = effectIt->mEffectId;
if (effectFilter != -1 && effectId != effectFilter)
continue;
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectId);
if (effectIt->mDuration <= 3) // Don't attempt to dispel if effect runs out shortly anyway
continue;
if (negative && magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
++toCure;
if (!negative && !(magicEffect->mData.mFlags & ESM::MagicEffect::Harmful))
++toCure;
}
}
return toCure;
}
}
#include "weaponpriority.hpp"
#include "spellpriority.hpp"
namespace MWMechanics
{
float ratePotion (const MWWorld::Ptr &item, const MWWorld::Ptr& actor)
{
if (item.getTypeName() != typeid(ESM::Potion).name())
return 0.f;
const ESM::Potion* potion = item.get<ESM::Potion>()->mBase;
return rateEffects(potion->mEffects, actor, MWWorld::Ptr());
}
float rateWeapon (const MWWorld::Ptr &item, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, int type,
float arrowRating, float boltRating)
{
if (item.getTypeName() != typeid(ESM::Weapon).name())
return 0.f;
const ESM::Weapon* weapon = item.get<ESM::Weapon>()->mBase;
if (type != -1 && weapon->mData.mType != type)
return 0.f;
float rating=0.f;
float bonus=0.f;
if (weapon->mData.mType >= ESM::Weapon::MarksmanBow && weapon->mData.mType <= ESM::Weapon::MarksmanThrown)
{
// Range weapon is useless under water
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.75f))
return 0.f;
if (enemy.isEmpty())
return 0.f;
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(enemy), 0.75f))
return 0.f;
bonus+=1.5f;
}
if (weapon->mData.mType >= ESM::Weapon::MarksmanBow)
{
rating = (weapon->mData.mChop[0] + weapon->mData.mChop[1]) / 2.f;
if (weapon->mData.mType >= ESM::Weapon::MarksmanThrown)
MWMechanics::resistNormalWeapon(enemy, actor, item, rating);
}
else
{
for (int i=0; i<2; ++i)
{
rating += weapon->mData.mSlash[i];
rating += weapon->mData.mThrust[i];
rating += weapon->mData.mChop[i];
}
rating /= 6.f;
MWMechanics::resistNormalWeapon(enemy, actor, item, rating);
}
if (item.getClass().hasItemHealth(item))
{
if (item.getClass().getItemHealth(item) == 0)
return 0.f;
rating *= item.getClass().getItemHealth(item) / float(item.getClass().getItemMaxHealth(item));
}
if (weapon->mData.mType == ESM::Weapon::MarksmanBow)
{
if (arrowRating <= 0.f)
rating = 0.f;
else
rating += arrowRating;
}
else if (weapon->mData.mType == ESM::Weapon::MarksmanCrossbow)
{
if (boltRating <= 0.f)
rating = 0.f;
else
rating += boltRating;
}
if (!weapon->mEnchant.empty())
{
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(weapon->mEnchant);
if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes
&& (item.getCellRef().getEnchantmentCharge() == -1
|| item.getCellRef().getEnchantmentCharge() >= enchantment->mData.mCost))
rating += rateEffects(enchantment->mEffects, actor, enemy);
}
int skill = item.getClass().getEquipmentSkill(item);
if (skill != -1)
rating *= actor.getClass().getSkill(actor, skill) / 100.f;
// There is no need to apply bonus if weapon rating == 0
if (rating == 0.f)
return 0.f;
return rating + bonus;
}
float rateSpell(const ESM::Spell *spell, const MWWorld::Ptr &actor, const MWWorld::Ptr& enemy)
{
const CreatureStats& stats = actor.getClass().getCreatureStats(actor);
float successChance = MWMechanics::getSpellSuccessChance(spell, actor);
if (successChance == 0.f)
return 0.f;
if (spell->mData.mType != ESM::Spell::ST_Spell)
return 0.f;
// Don't make use of racial bonus spells, like MW. Can be made optional later
if (actor.getClass().isNpc())
{
std::string raceid = actor.get<ESM::NPC>()->mBase->mRace;
const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(raceid);
if (race->mPowers.exists(spell->mId))
return 0.f;
}
if (spell->mData.mCost > stats.getMagicka().getCurrent())
return 0.f;
// Spells don't stack, so early out if the spell is still active on the target
int types = getRangeTypes(spell->mEffects);
if ((types & Self) && stats.getActiveSpells().isSpellActive(spell->mId))
return 0.f;
if ( ((types & Touch) || (types & Target)) && enemy.getClass().getCreatureStats(enemy).getActiveSpells().isSpellActive(spell->mId))
return 0.f;
return rateEffects(spell->mEffects, actor, enemy) * (successChance / 100.f);
}
float rateMagicItem(const MWWorld::Ptr &ptr, const MWWorld::Ptr &actor, const MWWorld::Ptr& enemy)
{
if (ptr.getClass().getEnchantment(ptr).empty())
return 0.f;
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(ptr.getClass().getEnchantment(ptr));
if (enchantment->mData.mType == ESM::Enchantment::CastOnce)
{
return rateEffects(enchantment->mEffects, actor, enemy);
}
else
{
//if (!ptr.getClass().canBeEquipped(ptr, actor))
return 0.f;
}
}
float rateEffect(const ESM::ENAMstruct &effect, const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy)
float suggestCombatRange(int rangeTypes)
{
// NOTE: enemy may be empty
float rating = 1;
switch (effect.mEffectID)
{
case ESM::MagicEffect::Soultrap:
case ESM::MagicEffect::AlmsiviIntervention:
case ESM::MagicEffect::DivineIntervention:
case ESM::MagicEffect::CalmHumanoid:
case ESM::MagicEffect::CalmCreature:
case ESM::MagicEffect::FrenzyHumanoid:
case ESM::MagicEffect::FrenzyCreature:
case ESM::MagicEffect::DemoralizeHumanoid:
case ESM::MagicEffect::DemoralizeCreature:
case ESM::MagicEffect::RallyHumanoid:
case ESM::MagicEffect::RallyCreature:
case ESM::MagicEffect::Charm:
case ESM::MagicEffect::DetectAnimal:
case ESM::MagicEffect::DetectEnchantment:
case ESM::MagicEffect::DetectKey:
case ESM::MagicEffect::Telekinesis:
case ESM::MagicEffect::Mark:
case ESM::MagicEffect::Recall:
case ESM::MagicEffect::Jump:
case ESM::MagicEffect::WaterBreathing:
case ESM::MagicEffect::SwiftSwim:
case ESM::MagicEffect::WaterWalking:
case ESM::MagicEffect::SlowFall:
case ESM::MagicEffect::Light:
case ESM::MagicEffect::Lock:
case ESM::MagicEffect::Open:
case ESM::MagicEffect::TurnUndead:
case ESM::MagicEffect::WeaknessToCommonDisease:
case ESM::MagicEffect::WeaknessToBlightDisease:
case ESM::MagicEffect::WeaknessToCorprusDisease:
case ESM::MagicEffect::CureCommonDisease:
case ESM::MagicEffect::CureBlightDisease:
case ESM::MagicEffect::CureCorprusDisease:
case ESM::MagicEffect::ResistBlightDisease:
case ESM::MagicEffect::ResistCommonDisease:
case ESM::MagicEffect::ResistCorprusDisease:
case ESM::MagicEffect::Invisibility:
case ESM::MagicEffect::Chameleon:
case ESM::MagicEffect::NightEye:
case ESM::MagicEffect::Vampirism:
case ESM::MagicEffect::StuntedMagicka:
case ESM::MagicEffect::ExtraSpell:
case ESM::MagicEffect::RemoveCurse:
case ESM::MagicEffect::CommandCreature:
case ESM::MagicEffect::CommandHumanoid:
return 0.f;
case ESM::MagicEffect::Sound:
{
if (enemy.isEmpty())
return 0.f;
// there is no need to cast sound if enemy is not able to cast spells
CreatureStats& stats = enemy.getClass().getCreatureStats(enemy);
if (stats.getMagicEffects().get(ESM::MagicEffect::Silence).getMagnitude() > 0)
return 0.f;
if (stats.getMagicEffects().get(ESM::MagicEffect::Paralyze).getMagnitude() > 0)
return 0.f;
break;
}
case ESM::MagicEffect::RestoreAttribute:
return 0.f; // TODO: implement based on attribute damage
case ESM::MagicEffect::RestoreSkill:
return 0.f; // TODO: implement based on skill damage
case ESM::MagicEffect::ResistFire:
case ESM::MagicEffect::ResistFrost:
case ESM::MagicEffect::ResistMagicka:
case ESM::MagicEffect::ResistNormalWeapons:
case ESM::MagicEffect::ResistParalysis:
case ESM::MagicEffect::ResistPoison:
case ESM::MagicEffect::ResistShock:
case ESM::MagicEffect::SpellAbsorption:
case ESM::MagicEffect::Reflect:
return 0.f; // probably useless since we don't know in advance what the enemy will cast
// don't cast these for now as they would make the NPC cast the same effect over and over again, especially when they have potions
case ESM::MagicEffect::FortifyAttribute:
case ESM::MagicEffect::FortifyHealth:
case ESM::MagicEffect::FortifyMagicka:
case ESM::MagicEffect::FortifyFatigue:
case ESM::MagicEffect::FortifySkill:
case ESM::MagicEffect::FortifyMaximumMagicka:
case ESM::MagicEffect::FortifyAttack:
return 0.f;
case ESM::MagicEffect::Burden:
{
if (enemy.isEmpty())
return 0.f;
// Ignore enemy without inventory
if (!enemy.getClass().hasInventoryStore(enemy))
return 0.f;
// burden makes sense only to overburden an enemy
float burden = enemy.getClass().getEncumbrance(enemy) - enemy.getClass().getCapacity(enemy);
if (burden > 0)
return 0.f;
if ((effect.mMagnMin + effect.mMagnMax)/2.f > -burden)
rating *= 3;
else
return 0.f;
break;
}
case ESM::MagicEffect::Feather:
{
// Ignore actors without inventory
if (!actor.getClass().hasInventoryStore(actor))
return 0.f;
// feather makes sense only for overburden actors
float burden = actor.getClass().getEncumbrance(actor) - actor.getClass().getCapacity(actor);
if (burden <= 0)
return 0.f;
if ((effect.mMagnMin + effect.mMagnMax)/2.f >= burden)
rating *= 3;
else
return 0.f;
break;
}
case ESM::MagicEffect::Levitate:
return 0.f; // AI isn't designed to take advantage of this, and could be perceived as unfair anyway
case ESM::MagicEffect::BoundBoots:
case ESM::MagicEffect::BoundHelm:
if (actor.getClass().isNpc())
{
// Beast races can't wear helmets or boots
std::string raceid = actor.get<ESM::NPC>()->mBase->mRace;
const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(raceid);
if (race->mData.mFlags & ESM::Race::Beast)
return 0.f;
}
// Intended fall-through
// Creatures can not wear armor
case ESM::MagicEffect::BoundCuirass:
case ESM::MagicEffect::BoundGloves:
if (!actor.getClass().isNpc())
return 0.f;
break;
case ESM::MagicEffect::RestoreHealth:
case ESM::MagicEffect::RestoreMagicka:
case ESM::MagicEffect::RestoreFatigue:
if (effect.mRange == ESM::RT_Self)
{
int priority = 1;
if (effect.mEffectID == ESM::MagicEffect::RestoreHealth)
priority = 10;
const DynamicStat<float>& current = actor.getClass().getCreatureStats(actor).
getDynamic(effect.mEffectID - ESM::MagicEffect::RestoreHealth);
float toHeal = (effect.mMagnMin + effect.mMagnMax)/2.f * effect.mDuration;
// Effect doesn't heal more than we need, *or* we are below 1/2 health
if (current.getModified() - current.getCurrent() > toHeal
|| current.getCurrent() < current.getModified()*0.5)
{
return 10000.f * priority
- (toHeal - (current.getModified()-current.getCurrent())); // prefer the most fitting potion
}
else
return -10000.f * priority; // Save for later
}
break;
case ESM::MagicEffect::Dispel:
{
int numPositive = 0;
int numNegative = 0;
int diff = 0;
if (effect.mRange == ESM::RT_Self)
{
numPositive = numEffectsToDispel(actor, -1, false);
numNegative = numEffectsToDispel(actor);
diff = numNegative - numPositive;
}
else
{
if (enemy.isEmpty())
return 0.f;
numPositive = numEffectsToDispel(enemy, -1, false);
numNegative = numEffectsToDispel(enemy);
diff = numPositive - numNegative;
// if rating < 0 here, the spell will be considered as negative later
rating *= -1;
}
if (diff <= 0)
return 0.f;
rating *= (diff) / 5.f;
break;
}
// Prefer Cure effects over Dispel, because Dispel also removes positive effects
case ESM::MagicEffect::CureParalyzation:
return 1001.f * numEffectsToDispel(actor, ESM::MagicEffect::Paralyze);
case ESM::MagicEffect::CurePoison:
return 1001.f * numEffectsToDispel(actor, ESM::MagicEffect::Poison);
case ESM::MagicEffect::DisintegrateArmor:
{
if (enemy.isEmpty())
return 0.f;
// Ignore enemy without inventory
if (!enemy.getClass().hasInventoryStore(enemy))
return 0.f;
MWWorld::InventoryStore& inv = enemy.getClass().getInventoryStore(enemy);
// According to UESP
static const int armorSlots[] = {
MWWorld::InventoryStore::Slot_CarriedLeft,
MWWorld::InventoryStore::Slot_Cuirass,
MWWorld::InventoryStore::Slot_LeftPauldron,
MWWorld::InventoryStore::Slot_RightPauldron,
MWWorld::InventoryStore::Slot_LeftGauntlet,
MWWorld::InventoryStore::Slot_RightGauntlet,
MWWorld::InventoryStore::Slot_Helmet,
MWWorld::InventoryStore::Slot_Greaves,
MWWorld::InventoryStore::Slot_Boots
};
bool enemyHasArmor = false;
// Ignore enemy without armor
for (unsigned int i=0; i<sizeof(armorSlots)/sizeof(int); ++i)
{
MWWorld::ContainerStoreIterator item = inv.getSlot(armorSlots[i]);
if (item != inv.end() && (item.getType() == MWWorld::ContainerStore::Type_Armor))
{
enemyHasArmor = true;
break;
}
}
if (!enemyHasArmor)
return 0.f;
break;
}
case ESM::MagicEffect::DisintegrateWeapon:
{
if (enemy.isEmpty())
return 0.f;
// Ignore enemy without inventory
if (!enemy.getClass().hasInventoryStore(enemy))
return 0.f;
MWWorld::InventoryStore& inv = enemy.getClass().getInventoryStore(enemy);
MWWorld::ContainerStoreIterator item = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
// Ignore enemy without weapons
if (item == inv.end() || (item.getType() != MWWorld::ContainerStore::Type_Weapon))
return 0.f;
break;
}
case ESM::MagicEffect::DamageAttribute:
case ESM::MagicEffect::DrainAttribute:
if (!enemy.isEmpty() && enemy.getClass().getCreatureStats(enemy).getAttribute(effect.mAttribute).getModified() <= 0)
return 0.f;
{
if (effect.mAttribute >= 0 && effect.mAttribute < ESM::Attribute::Length)
{
const float attributePriorities[ESM::Attribute::Length] = {
1.0f, // Strength
0.5f, // Intelligence
0.6f, // Willpower
0.7f, // Agility
0.5f, // Speed
0.8f, // Endurance
0.7f, // Personality
0.3f // Luck
};
rating *= attributePriorities[effect.mAttribute];
}
}
break;
case ESM::MagicEffect::DamageSkill:
case ESM::MagicEffect::DrainSkill:
if (enemy.isEmpty() || !enemy.getClass().isNpc())
return 0.f;
if (enemy.getClass().getNpcStats(enemy).getSkill(effect.mSkill).getModified() <= 0)
return 0.f;
break;
default:
break;
}
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effect.mEffectID);
// Underwater casting not possible
if (effect.mRange == ESM::RT_Target)
{
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.75f))
return 0.f;
if (enemy.isEmpty())
return 0.f;
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(enemy), 0.75f))
return 0.f;
}
if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
{
rating *= -1.f;
if (enemy.isEmpty())
return 0.f;
// Check resistance for harmful effects
CreatureStats& stats = enemy.getClass().getCreatureStats(enemy);
float resistance = MWMechanics::getEffectResistanceAttribute(effect.mEffectID, &stats.getMagicEffects());
static const float fCombatDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
static float fHandToHandReach = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat();
rating *= (1.f - std::min(resistance, 100.f) / 100.f);
}
// This distance is a possible distance of melee attack
static float distance = fCombatDistance * std::max(2.f, fHandToHandReach);
// for harmful no-magnitude effects (e.g. silence) check if enemy is already has them
// for non-harmful no-magnitude effects (e.g. bound items) check if actor is already has them
if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
if (rangeTypes & RangeTypes::Touch)
{
if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
{
CreatureStats& stats = enemy.getClass().getCreatureStats(enemy);
if (stats.getMagicEffects().get(effect.mEffectID).getMagnitude() > 0)
return 0.f;
}
else
{
CreatureStats& stats = actor.getClass().getCreatureStats(actor);
if (stats.getMagicEffects().get(effect.mEffectID).getMagnitude() > 0)
return 0.f;
}
return fCombatDistance;
}
rating *= calcEffectCost(effect);
// Currently treating all "on target" or "on touch" effects to target the enemy actor.
// Combat AI is egoistic, so doesn't consider applying positive effects to friendly actors.
if (effect.mRange != ESM::RT_Self)
rating *= -1.f;
return rating;
}
float rateEffects(const ESM::EffectList &list, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
{
// NOTE: enemy may be empty
float rating = 0.f;
for (std::vector<ESM::ENAMstruct>::const_iterator it = list.mList.begin(); it != list.mList.end(); ++it)
{
rating += rateEffect(*it, actor, enemy);
if (it->mRange == ESM::RT_Target)
rating *= 1.5f;
}
return rating;
return distance * 4;
}
void ActionSpell::prepare(const MWWorld::Ptr &actor)
@ -655,7 +56,7 @@ namespace MWMechanics
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(mSpellId);
int types = getRangeTypes(spell->mEffects);
isRanged = (types & Target) | (types & Self);
isRanged = (types & RangeTypes::Target) | (types & RangeTypes::Self);
return suggestCombatRange(types);
}
@ -1106,67 +507,6 @@ namespace MWMechanics
return true;
}
float vanillaRateSpell(const ESM::Spell* spell, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
{
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
static const float fAIMagicSpellMult = gmst.find("fAIMagicSpellMult")->getFloat();
static const float fAIRangeMagicSpellMult = gmst.find("fAIRangeMagicSpellMult")->getFloat();
float mult = fAIMagicSpellMult;
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt =
spell->mEffects.mList.begin(); effectIt != spell->mEffects.mList.end(); ++effectIt)
{
if (effectIt->mRange == ESM::RT_Target)
{
if (!MWBase::Environment::get().getWorld()->isSwimming(enemy))
mult = fAIRangeMagicSpellMult;
else
mult = 0.0f;
break;
}
}
return MWMechanics::getSpellSuccessChance(spell, actor) * mult;
}
float vanillaRateWeaponAndAmmo(const MWWorld::Ptr& weapon, const MWWorld::Ptr& ammo, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
{
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
static const float fAIMeleeWeaponMult = gmst.find("fAIMeleeWeaponMult")->getFloat();
static const float fAIMeleeArmorMult = gmst.find("fAIMeleeArmorMult")->getFloat();
static const float fAIRangeMeleeWeaponMult = gmst.find("fAIRangeMeleeWeaponMult")->getFloat();
if (weapon.isEmpty())
return 0.f;
float skillMult = actor.getClass().getSkill(actor, weapon.getClass().getEquipmentSkill(weapon)) * 0.01f;
float chopMult = fAIMeleeWeaponMult;
float bonusDamage = 0.f;
const ESM::Weapon* esmWeap = weapon.get<ESM::Weapon>()->mBase;
if (esmWeap->mData.mType >= ESM::Weapon::MarksmanBow)
{
if (!ammo.isEmpty() && !MWBase::Environment::get().getWorld()->isSwimming(enemy))
{
bonusDamage = ammo.get<ESM::Weapon>()->mBase->mData.mChop[1];
chopMult = fAIRangeMeleeWeaponMult;
}
else
chopMult = 0.f;
}
float chopRating = (esmWeap->mData.mChop[1] + bonusDamage) * skillMult * chopMult;
float slashRating = esmWeap->mData.mSlash[1] * skillMult * fAIMeleeWeaponMult;
float thrustRating = esmWeap->mData.mThrust[1] * skillMult * fAIMeleeWeaponMult;
return actor.getClass().getArmorRating(actor) * fAIMeleeArmorMult
+ std::max(std::max(chopRating, slashRating), thrustRating);
}
float vanillaRateFlee(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
{
const CreatureStats& stats = actor.getClass().getCreatureStats(actor);
@ -1212,5 +552,4 @@ namespace MWMechanics
return false;
}
}

@ -10,7 +10,6 @@
namespace MWMechanics
{
class Action
{
public:
@ -88,18 +87,6 @@ namespace MWMechanics
virtual const ESM::Weapon* getWeapon() const;
};
float rateSpell (const ESM::Spell* spell, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
float rateMagicItem (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
float ratePotion (const MWWorld::Ptr& item, const MWWorld::Ptr &actor);
/// @param type Skip all weapons that are not of this type (i.e. return rating 0)
float rateWeapon (const MWWorld::Ptr& item, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy,
int type=-1, float arrowRating=0.f, float boltRating=0.f);
/// @note target may be empty
float rateEffect (const ESM::ENAMstruct& effect, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
/// @note target may be empty
float rateEffects (const ESM::EffectList& list, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
std::shared_ptr<Action> prepareNextAction (const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
float getBestActionRating(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy);
@ -107,8 +94,6 @@ namespace MWMechanics
float getMaxAttackDistance(const MWWorld::Ptr& actor);
bool canFight(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
float vanillaRateSpell(const ESM::Spell* spell, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
float vanillaRateWeaponAndAmmo(const MWWorld::Ptr& weapon, const MWWorld::Ptr& ammo, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
float vanillaRateFlee(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
bool makeFleeDecision(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, float antiFleeRating);
}

@ -0,0 +1,545 @@
#include "spellpriority.hpp"
#include <components/esm/loadench.hpp>
#include <components/esm/loadmgef.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/actionequip.hpp"
#include "../mwworld/cellstore.hpp"
#include "npcstats.hpp"
#include "spellcasting.hpp"
#include "combat.hpp"
namespace
{
int numEffectsToDispel (const MWWorld::Ptr& actor, int effectFilter=-1, bool negative = true)
{
int toCure=0;
const MWMechanics::ActiveSpells& activeSpells = actor.getClass().getCreatureStats(actor).getActiveSpells();
for (MWMechanics::ActiveSpells::TIterator it = activeSpells.begin(); it != activeSpells.end(); ++it)
{
const MWMechanics::ActiveSpells::ActiveSpellParams& params = it->second;
for (std::vector<MWMechanics::ActiveSpells::ActiveEffect>::const_iterator effectIt = params.mEffects.begin();
effectIt != params.mEffects.end(); ++effectIt)
{
int effectId = effectIt->mEffectId;
if (effectFilter != -1 && effectId != effectFilter)
continue;
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectId);
if (effectIt->mDuration <= 3) // Don't attempt to dispel if effect runs out shortly anyway
continue;
if (negative && magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
++toCure;
if (!negative && !(magicEffect->mData.mFlags & ESM::MagicEffect::Harmful))
++toCure;
}
}
return toCure;
}
}
namespace MWMechanics
{
int getRangeTypes (const ESM::EffectList& effects)
{
int types = 0;
for (std::vector<ESM::ENAMstruct>::const_iterator it = effects.mList.begin(); it != effects.mList.end(); ++it)
{
if (it->mRange == ESM::RT_Self)
types |= RangeTypes::Self;
else if (it->mRange == ESM::RT_Touch)
types |= RangeTypes::Touch;
else if (it->mRange == ESM::RT_Target)
types |= RangeTypes::Target;
}
return types;
}
float ratePotion (const MWWorld::Ptr &item, const MWWorld::Ptr& actor)
{
if (item.getTypeName() != typeid(ESM::Potion).name())
return 0.f;
const ESM::Potion* potion = item.get<ESM::Potion>()->mBase;
return rateEffects(potion->mEffects, actor, MWWorld::Ptr());
}
float rateSpell(const ESM::Spell *spell, const MWWorld::Ptr &actor, const MWWorld::Ptr& enemy)
{
const CreatureStats& stats = actor.getClass().getCreatureStats(actor);
float successChance = MWMechanics::getSpellSuccessChance(spell, actor);
if (successChance == 0.f)
return 0.f;
if (spell->mData.mType != ESM::Spell::ST_Spell)
return 0.f;
// Don't make use of racial bonus spells, like MW. Can be made optional later
if (actor.getClass().isNpc())
{
std::string raceid = actor.get<ESM::NPC>()->mBase->mRace;
const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(raceid);
if (race->mPowers.exists(spell->mId))
return 0.f;
}
if (spell->mData.mCost > stats.getMagicka().getCurrent())
return 0.f;
// Spells don't stack, so early out if the spell is still active on the target
int types = getRangeTypes(spell->mEffects);
if ((types & Self) && stats.getActiveSpells().isSpellActive(spell->mId))
return 0.f;
if ( ((types & Touch) || (types & Target)) && enemy.getClass().getCreatureStats(enemy).getActiveSpells().isSpellActive(spell->mId))
return 0.f;
return rateEffects(spell->mEffects, actor, enemy) * (successChance / 100.f);
}
float rateMagicItem(const MWWorld::Ptr &ptr, const MWWorld::Ptr &actor, const MWWorld::Ptr& enemy)
{
if (ptr.getClass().getEnchantment(ptr).empty())
return 0.f;
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(ptr.getClass().getEnchantment(ptr));
if (enchantment->mData.mType == ESM::Enchantment::CastOnce)
{
return rateEffects(enchantment->mEffects, actor, enemy);
}
else
{
//if (!ptr.getClass().canBeEquipped(ptr, actor))
return 0.f;
}
}
float rateEffect(const ESM::ENAMstruct &effect, const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy)
{
// NOTE: enemy may be empty
float rating = 1;
switch (effect.mEffectID)
{
case ESM::MagicEffect::Soultrap:
case ESM::MagicEffect::AlmsiviIntervention:
case ESM::MagicEffect::DivineIntervention:
case ESM::MagicEffect::CalmHumanoid:
case ESM::MagicEffect::CalmCreature:
case ESM::MagicEffect::FrenzyHumanoid:
case ESM::MagicEffect::FrenzyCreature:
case ESM::MagicEffect::DemoralizeHumanoid:
case ESM::MagicEffect::DemoralizeCreature:
case ESM::MagicEffect::RallyHumanoid:
case ESM::MagicEffect::RallyCreature:
case ESM::MagicEffect::Charm:
case ESM::MagicEffect::DetectAnimal:
case ESM::MagicEffect::DetectEnchantment:
case ESM::MagicEffect::DetectKey:
case ESM::MagicEffect::Telekinesis:
case ESM::MagicEffect::Mark:
case ESM::MagicEffect::Recall:
case ESM::MagicEffect::Jump:
case ESM::MagicEffect::WaterBreathing:
case ESM::MagicEffect::SwiftSwim:
case ESM::MagicEffect::WaterWalking:
case ESM::MagicEffect::SlowFall:
case ESM::MagicEffect::Light:
case ESM::MagicEffect::Lock:
case ESM::MagicEffect::Open:
case ESM::MagicEffect::TurnUndead:
case ESM::MagicEffect::WeaknessToCommonDisease:
case ESM::MagicEffect::WeaknessToBlightDisease:
case ESM::MagicEffect::WeaknessToCorprusDisease:
case ESM::MagicEffect::CureCommonDisease:
case ESM::MagicEffect::CureBlightDisease:
case ESM::MagicEffect::CureCorprusDisease:
case ESM::MagicEffect::ResistBlightDisease:
case ESM::MagicEffect::ResistCommonDisease:
case ESM::MagicEffect::ResistCorprusDisease:
case ESM::MagicEffect::Invisibility:
case ESM::MagicEffect::Chameleon:
case ESM::MagicEffect::NightEye:
case ESM::MagicEffect::Vampirism:
case ESM::MagicEffect::StuntedMagicka:
case ESM::MagicEffect::ExtraSpell:
case ESM::MagicEffect::RemoveCurse:
case ESM::MagicEffect::CommandCreature:
case ESM::MagicEffect::CommandHumanoid:
return 0.f;
case ESM::MagicEffect::Sound:
{
if (enemy.isEmpty())
return 0.f;
// there is no need to cast sound if enemy is not able to cast spells
CreatureStats& stats = enemy.getClass().getCreatureStats(enemy);
if (stats.getMagicEffects().get(ESM::MagicEffect::Silence).getMagnitude() > 0)
return 0.f;
if (stats.getMagicEffects().get(ESM::MagicEffect::Paralyze).getMagnitude() > 0)
return 0.f;
break;
}
case ESM::MagicEffect::RestoreAttribute:
return 0.f; // TODO: implement based on attribute damage
case ESM::MagicEffect::RestoreSkill:
return 0.f; // TODO: implement based on skill damage
case ESM::MagicEffect::ResistFire:
case ESM::MagicEffect::ResistFrost:
case ESM::MagicEffect::ResistMagicka:
case ESM::MagicEffect::ResistNormalWeapons:
case ESM::MagicEffect::ResistParalysis:
case ESM::MagicEffect::ResistPoison:
case ESM::MagicEffect::ResistShock:
case ESM::MagicEffect::SpellAbsorption:
case ESM::MagicEffect::Reflect:
return 0.f; // probably useless since we don't know in advance what the enemy will cast
// don't cast these for now as they would make the NPC cast the same effect over and over again, especially when they have potions
case ESM::MagicEffect::FortifyAttribute:
case ESM::MagicEffect::FortifyHealth:
case ESM::MagicEffect::FortifyMagicka:
case ESM::MagicEffect::FortifyFatigue:
case ESM::MagicEffect::FortifySkill:
case ESM::MagicEffect::FortifyMaximumMagicka:
case ESM::MagicEffect::FortifyAttack:
return 0.f;
case ESM::MagicEffect::Burden:
{
if (enemy.isEmpty())
return 0.f;
// Ignore enemy without inventory
if (!enemy.getClass().hasInventoryStore(enemy))
return 0.f;
// burden makes sense only to overburden an enemy
float burden = enemy.getClass().getEncumbrance(enemy) - enemy.getClass().getCapacity(enemy);
if (burden > 0)
return 0.f;
if ((effect.mMagnMin + effect.mMagnMax)/2.f > -burden)
rating *= 3;
else
return 0.f;
break;
}
case ESM::MagicEffect::Feather:
{
// Ignore actors without inventory
if (!actor.getClass().hasInventoryStore(actor))
return 0.f;
// feather makes sense only for overburden actors
float burden = actor.getClass().getEncumbrance(actor) - actor.getClass().getCapacity(actor);
if (burden <= 0)
return 0.f;
if ((effect.mMagnMin + effect.mMagnMax)/2.f >= burden)
rating *= 3;
else
return 0.f;
break;
}
case ESM::MagicEffect::Levitate:
return 0.f; // AI isn't designed to take advantage of this, and could be perceived as unfair anyway
case ESM::MagicEffect::BoundBoots:
case ESM::MagicEffect::BoundHelm:
if (actor.getClass().isNpc())
{
// Beast races can't wear helmets or boots
std::string raceid = actor.get<ESM::NPC>()->mBase->mRace;
const ESM::Race* race = MWBase::Environment::get().getWorld()->getStore().get<ESM::Race>().find(raceid);
if (race->mData.mFlags & ESM::Race::Beast)
return 0.f;
}
// Intended fall-through
// Creatures can not wear armor
case ESM::MagicEffect::BoundCuirass:
case ESM::MagicEffect::BoundGloves:
if (!actor.getClass().isNpc())
return 0.f;
break;
case ESM::MagicEffect::RestoreHealth:
case ESM::MagicEffect::RestoreMagicka:
case ESM::MagicEffect::RestoreFatigue:
if (effect.mRange == ESM::RT_Self)
{
int priority = 1;
if (effect.mEffectID == ESM::MagicEffect::RestoreHealth)
priority = 10;
const DynamicStat<float>& current = actor.getClass().getCreatureStats(actor).
getDynamic(effect.mEffectID - ESM::MagicEffect::RestoreHealth);
float toHeal = (effect.mMagnMin + effect.mMagnMax)/2.f * effect.mDuration;
// Effect doesn't heal more than we need, *or* we are below 1/2 health
if (current.getModified() - current.getCurrent() > toHeal
|| current.getCurrent() < current.getModified()*0.5)
{
return 10000.f * priority
- (toHeal - (current.getModified()-current.getCurrent())); // prefer the most fitting potion
}
else
return -10000.f * priority; // Save for later
}
break;
case ESM::MagicEffect::Dispel:
{
int numPositive = 0;
int numNegative = 0;
int diff = 0;
if (effect.mRange == ESM::RT_Self)
{
numPositive = numEffectsToDispel(actor, -1, false);
numNegative = numEffectsToDispel(actor);
diff = numNegative - numPositive;
}
else
{
if (enemy.isEmpty())
return 0.f;
numPositive = numEffectsToDispel(enemy, -1, false);
numNegative = numEffectsToDispel(enemy);
diff = numPositive - numNegative;
// if rating < 0 here, the spell will be considered as negative later
rating *= -1;
}
if (diff <= 0)
return 0.f;
rating *= (diff) / 5.f;
break;
}
// Prefer Cure effects over Dispel, because Dispel also removes positive effects
case ESM::MagicEffect::CureParalyzation:
return 1001.f * numEffectsToDispel(actor, ESM::MagicEffect::Paralyze);
case ESM::MagicEffect::CurePoison:
return 1001.f * numEffectsToDispel(actor, ESM::MagicEffect::Poison);
case ESM::MagicEffect::DisintegrateArmor:
{
if (enemy.isEmpty())
return 0.f;
// Ignore enemy without inventory
if (!enemy.getClass().hasInventoryStore(enemy))
return 0.f;
MWWorld::InventoryStore& inv = enemy.getClass().getInventoryStore(enemy);
// According to UESP
static const int armorSlots[] = {
MWWorld::InventoryStore::Slot_CarriedLeft,
MWWorld::InventoryStore::Slot_Cuirass,
MWWorld::InventoryStore::Slot_LeftPauldron,
MWWorld::InventoryStore::Slot_RightPauldron,
MWWorld::InventoryStore::Slot_LeftGauntlet,
MWWorld::InventoryStore::Slot_RightGauntlet,
MWWorld::InventoryStore::Slot_Helmet,
MWWorld::InventoryStore::Slot_Greaves,
MWWorld::InventoryStore::Slot_Boots
};
bool enemyHasArmor = false;
// Ignore enemy without armor
for (unsigned int i=0; i<sizeof(armorSlots)/sizeof(int); ++i)
{
MWWorld::ContainerStoreIterator item = inv.getSlot(armorSlots[i]);
if (item != inv.end() && (item.getType() == MWWorld::ContainerStore::Type_Armor))
{
enemyHasArmor = true;
break;
}
}
if (!enemyHasArmor)
return 0.f;
break;
}
case ESM::MagicEffect::DisintegrateWeapon:
{
if (enemy.isEmpty())
return 0.f;
// Ignore enemy without inventory
if (!enemy.getClass().hasInventoryStore(enemy))
return 0.f;
MWWorld::InventoryStore& inv = enemy.getClass().getInventoryStore(enemy);
MWWorld::ContainerStoreIterator item = inv.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
// Ignore enemy without weapons
if (item == inv.end() || (item.getType() != MWWorld::ContainerStore::Type_Weapon))
return 0.f;
break;
}
case ESM::MagicEffect::DamageAttribute:
case ESM::MagicEffect::DrainAttribute:
if (!enemy.isEmpty() && enemy.getClass().getCreatureStats(enemy).getAttribute(effect.mAttribute).getModified() <= 0)
return 0.f;
{
if (effect.mAttribute >= 0 && effect.mAttribute < ESM::Attribute::Length)
{
const float attributePriorities[ESM::Attribute::Length] = {
1.0f, // Strength
0.5f, // Intelligence
0.6f, // Willpower
0.7f, // Agility
0.5f, // Speed
0.8f, // Endurance
0.7f, // Personality
0.3f // Luck
};
rating *= attributePriorities[effect.mAttribute];
}
}
break;
case ESM::MagicEffect::DamageSkill:
case ESM::MagicEffect::DrainSkill:
if (enemy.isEmpty() || !enemy.getClass().isNpc())
return 0.f;
if (enemy.getClass().getNpcStats(enemy).getSkill(effect.mSkill).getModified() <= 0)
return 0.f;
break;
default:
break;
}
const ESM::MagicEffect* magicEffect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effect.mEffectID);
// Underwater casting not possible
if (effect.mRange == ESM::RT_Target)
{
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.75f))
return 0.f;
if (enemy.isEmpty())
return 0.f;
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(enemy), 0.75f))
return 0.f;
}
if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
{
rating *= -1.f;
if (enemy.isEmpty())
return 0.f;
// Check resistance for harmful effects
CreatureStats& stats = enemy.getClass().getCreatureStats(enemy);
float resistance = MWMechanics::getEffectResistanceAttribute(effect.mEffectID, &stats.getMagicEffects());
rating *= (1.f - std::min(resistance, 100.f) / 100.f);
}
// for harmful no-magnitude effects (e.g. silence) check if enemy is already has them
// for non-harmful no-magnitude effects (e.g. bound items) check if actor is already has them
if (magicEffect->mData.mFlags & ESM::MagicEffect::NoMagnitude)
{
if (magicEffect->mData.mFlags & ESM::MagicEffect::Harmful)
{
CreatureStats& stats = enemy.getClass().getCreatureStats(enemy);
if (stats.getMagicEffects().get(effect.mEffectID).getMagnitude() > 0)
return 0.f;
}
else
{
CreatureStats& stats = actor.getClass().getCreatureStats(actor);
if (stats.getMagicEffects().get(effect.mEffectID).getMagnitude() > 0)
return 0.f;
}
}
rating *= calcEffectCost(effect);
// Currently treating all "on target" or "on touch" effects to target the enemy actor.
// Combat AI is egoistic, so doesn't consider applying positive effects to friendly actors.
if (effect.mRange != ESM::RT_Self)
rating *= -1.f;
return rating;
}
float rateEffects(const ESM::EffectList &list, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
{
// NOTE: enemy may be empty
float rating = 0.f;
for (std::vector<ESM::ENAMstruct>::const_iterator it = list.mList.begin(); it != list.mList.end(); ++it)
{
rating += rateEffect(*it, actor, enemy);
if (it->mRange == ESM::RT_Target)
rating *= 1.5f;
}
return rating;
}
float vanillaRateSpell(const ESM::Spell* spell, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
{
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
static const float fAIMagicSpellMult = gmst.find("fAIMagicSpellMult")->getFloat();
static const float fAIRangeMagicSpellMult = gmst.find("fAIRangeMagicSpellMult")->getFloat();
float mult = fAIMagicSpellMult;
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt =
spell->mEffects.mList.begin(); effectIt != spell->mEffects.mList.end(); ++effectIt)
{
if (effectIt->mRange == ESM::RT_Target)
{
if (!MWBase::Environment::get().getWorld()->isSwimming(enemy))
mult = fAIRangeMagicSpellMult;
else
mult = 0.0f;
break;
}
}
return MWMechanics::getSpellSuccessChance(spell, actor) * mult;
}
}

@ -0,0 +1,32 @@
#ifndef OPENMW_SPELL_PRIORITY_H
#define OPENMW_SPELL_PRIORITY_H
#include <components/esm/loadspel.hpp>
#include "../mwworld/ptr.hpp"
namespace MWMechanics
{
// RangeTypes using bitflags to allow multiple range types, as can be the case with spells having multiple effects.
enum RangeTypes
{
Self = 0x1,
Touch = 0x10,
Target = 0x100
};
int getRangeTypes (const ESM::EffectList& effects);
float rateSpell (const ESM::Spell* spell, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
float rateMagicItem (const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
float ratePotion (const MWWorld::Ptr& item, const MWWorld::Ptr &actor);
/// @note target may be empty
float rateEffect (const ESM::ENAMstruct& effect, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
/// @note target may be empty
float rateEffects (const ESM::EffectList& list, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
float vanillaRateSpell(const ESM::Spell* spell, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
}
#endif

@ -0,0 +1,146 @@
#include "weaponpriority.hpp"
#include <components/esm/loadench.hpp>
#include <components/esm/loadmgef.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "npcstats.hpp"
#include "combat.hpp"
#include "aicombataction.hpp"
#include "spellpriority.hpp"
namespace MWMechanics
{
float rateWeapon (const MWWorld::Ptr &item, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, int type,
float arrowRating, float boltRating)
{
if (item.getTypeName() != typeid(ESM::Weapon).name())
return 0.f;
const ESM::Weapon* weapon = item.get<ESM::Weapon>()->mBase;
if (type != -1 && weapon->mData.mType != type)
return 0.f;
float rating=0.f;
float bonus=0.f;
if (weapon->mData.mType >= ESM::Weapon::MarksmanBow && weapon->mData.mType <= ESM::Weapon::MarksmanThrown)
{
// Range weapon is useless under water
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.75f))
return 0.f;
if (enemy.isEmpty())
return 0.f;
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(enemy), 0.75f))
return 0.f;
bonus+=1.5f;
}
if (weapon->mData.mType >= ESM::Weapon::MarksmanBow)
{
rating = (weapon->mData.mChop[0] + weapon->mData.mChop[1]) / 2.f;
if (weapon->mData.mType >= ESM::Weapon::MarksmanThrown)
MWMechanics::resistNormalWeapon(enemy, actor, item, rating);
}
else
{
for (int i=0; i<2; ++i)
{
rating += weapon->mData.mSlash[i];
rating += weapon->mData.mThrust[i];
rating += weapon->mData.mChop[i];
}
rating /= 6.f;
MWMechanics::resistNormalWeapon(enemy, actor, item, rating);
}
if (item.getClass().hasItemHealth(item))
{
if (item.getClass().getItemHealth(item) == 0)
return 0.f;
rating *= item.getClass().getItemHealth(item) / float(item.getClass().getItemMaxHealth(item));
}
if (weapon->mData.mType == ESM::Weapon::MarksmanBow)
{
if (arrowRating <= 0.f)
rating = 0.f;
else
rating += arrowRating;
}
else if (weapon->mData.mType == ESM::Weapon::MarksmanCrossbow)
{
if (boltRating <= 0.f)
rating = 0.f;
else
rating += boltRating;
}
if (!weapon->mEnchant.empty())
{
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(weapon->mEnchant);
if (enchantment->mData.mType == ESM::Enchantment::WhenStrikes
&& (item.getCellRef().getEnchantmentCharge() == -1
|| item.getCellRef().getEnchantmentCharge() >= enchantment->mData.mCost))
rating += rateEffects(enchantment->mEffects, actor, enemy);
}
int skill = item.getClass().getEquipmentSkill(item);
if (skill != -1)
rating *= actor.getClass().getSkill(actor, skill) / 100.f;
// There is no need to apply bonus if weapon rating == 0
if (rating == 0.f)
return 0.f;
return rating + bonus;
}
float vanillaRateWeaponAndAmmo(const MWWorld::Ptr& weapon, const MWWorld::Ptr& ammo, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
{
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
static const float fAIMeleeWeaponMult = gmst.find("fAIMeleeWeaponMult")->getFloat();
static const float fAIMeleeArmorMult = gmst.find("fAIMeleeArmorMult")->getFloat();
static const float fAIRangeMeleeWeaponMult = gmst.find("fAIRangeMeleeWeaponMult")->getFloat();
if (weapon.isEmpty())
return 0.f;
float skillMult = actor.getClass().getSkill(actor, weapon.getClass().getEquipmentSkill(weapon)) * 0.01f;
float chopMult = fAIMeleeWeaponMult;
float bonusDamage = 0.f;
const ESM::Weapon* esmWeap = weapon.get<ESM::Weapon>()->mBase;
if (esmWeap->mData.mType >= ESM::Weapon::MarksmanBow)
{
if (!ammo.isEmpty() && !MWBase::Environment::get().getWorld()->isSwimming(enemy))
{
bonusDamage = ammo.get<ESM::Weapon>()->mBase->mData.mChop[1];
chopMult = fAIRangeMeleeWeaponMult;
}
else
chopMult = 0.f;
}
float chopRating = (esmWeap->mData.mChop[1] + bonusDamage) * skillMult * chopMult;
float slashRating = esmWeap->mData.mSlash[1] * skillMult * fAIMeleeWeaponMult;
float thrustRating = esmWeap->mData.mThrust[1] * skillMult * fAIMeleeWeaponMult;
return actor.getClass().getArmorRating(actor) * fAIMeleeArmorMult
+ std::max(std::max(chopRating, slashRating), thrustRating);
}
}

@ -0,0 +1,14 @@
#ifndef OPENMW_WEAPON_PRIORITY_H
#define OPENMW_WEAPON_PRIORITY_H
#include "../mwworld/ptr.hpp"
namespace MWMechanics
{
float rateWeapon (const MWWorld::Ptr& item, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy,
int type=-1, float arrowRating=0.f, float boltRating=0.f);
float vanillaRateWeaponAndAmmo(const MWWorld::Ptr& weapon, const MWWorld::Ptr& ammo, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
}
#endif
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