forked from mirror/openmw-tes3mp
commit
7859e378df
3 changed files with 23 additions and 46 deletions
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@ -23,7 +23,7 @@ namespace
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{
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{
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//chooses an attack depending on probability to avoid uniformity
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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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std::string chooseBestAttack(const ESM::Weapon* weapon);
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osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos,
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osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos,
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float duration, int weapType, float strength);
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float duration, int weapType, float strength);
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@ -630,7 +630,7 @@ namespace MWMechanics
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characterController.setAttackingOrSpell(true);
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characterController.setAttackingOrSpell(true);
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if (!distantCombat)
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if (!distantCombat)
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chooseBestAttack(weapon, mMovement);
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characterController.setAIAttackType(chooseBestAttack(weapon));
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mStrength = Misc::Rng::rollClosedProbability();
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mStrength = Misc::Rng::rollClosedProbability();
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@ -678,32 +678,11 @@ namespace MWMechanics
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namespace
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namespace
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{
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{
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ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement)
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std::string chooseBestAttack(const ESM::Weapon* weapon)
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{
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{
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ESM::Weapon::AttackType attackType;
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std::string attackType;
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if (weapon == NULL)
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if (weapon != NULL)
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{
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//hand-to-hand deal equal damage for each type
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float roll = Misc::Rng::rollClosedProbability();
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if(roll <= 0.333f) //side punch
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{
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movement.mPosition[0] = (Misc::Rng::rollClosedProbability() < 0.5f) ? 1.0f : -1.0f;
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movement.mPosition[1] = 0;
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attackType = ESM::Weapon::AT_Slash;
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}
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else if(roll <= 0.666f) //forward punch
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{
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movement.mPosition[1] = 1;
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attackType = ESM::Weapon::AT_Thrust;
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}
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else
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{
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movement.mPosition[1] = movement.mPosition[0] = 0;
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attackType = ESM::Weapon::AT_Chop;
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}
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}
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else
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{
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{
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//the more damage attackType deals the more probability it has
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//the more damage attackType deals the more probability it has
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int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
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int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
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@ -712,21 +691,11 @@ ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics:
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float roll = Misc::Rng::rollClosedProbability() * (slash + chop + thrust);
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float roll = Misc::Rng::rollClosedProbability() * (slash + chop + thrust);
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if(roll <= slash)
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if(roll <= slash)
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{
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attackType = "slash";
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movement.mPosition[0] = (Misc::Rng::rollClosedProbability() < 0.5f) ? 1.0f : -1.0f;
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movement.mPosition[1] = 0;
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attackType = ESM::Weapon::AT_Slash;
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}
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else if(roll <= (slash + thrust))
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else if(roll <= (slash + thrust))
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{
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attackType = "thrust";
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movement.mPosition[1] = 1;
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attackType = ESM::Weapon::AT_Thrust;
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}
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else
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else
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{
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attackType = "chop";
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movement.mPosition[1] = movement.mPosition[0] = 0;
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attackType = ESM::Weapon::AT_Chop;
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}
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}
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}
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return attackType;
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return attackType;
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@ -1208,7 +1208,6 @@ bool CharacterController::updateWeaponState()
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if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block))
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if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block))
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{
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{
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MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
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MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
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mAttackType.clear();
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if(mWeaponType == WeapType_Spell)
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if(mWeaponType == WeapType_Spell)
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{
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{
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// Unset casting flag, otherwise pressing the mouse button down would
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// Unset casting flag, otherwise pressing the mouse button down would
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@ -1309,8 +1308,9 @@ bool CharacterController::updateWeaponState()
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{
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{
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if (isWeapon)
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if (isWeapon)
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{
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{
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if(mPtr == getPlayer() &&
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if(mPtr == getPlayer())
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Settings::Manager::getBool("best attack", "Game"))
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{
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if (Settings::Manager::getBool("best attack", "Game"))
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{
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{
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MWWorld::ContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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MWWorld::ContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
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mAttackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
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mAttackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
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@ -1318,6 +1318,8 @@ bool CharacterController::updateWeaponState()
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else
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else
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setAttackTypeBasedOnMovement();
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setAttackTypeBasedOnMovement();
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}
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}
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// else if (mPtr != getPlayer()) use mAttackType already set by AiCombat
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}
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else
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else
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setAttackTypeRandomly();
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setAttackTypeRandomly();
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}
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}
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@ -2227,6 +2229,11 @@ void CharacterController::setAttackingOrSpell(bool attackingOrSpell)
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mAttackingOrSpell = attackingOrSpell;
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mAttackingOrSpell = attackingOrSpell;
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}
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}
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void CharacterController::setAIAttackType(std::string attackType)
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{
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mAttackType = attackType;
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}
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bool CharacterController::readyToPrepareAttack() const
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bool CharacterController::readyToPrepareAttack() const
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{
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{
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return (mHitState == CharState_None || mHitState == CharState_Block)
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return (mHitState == CharState_None || mHitState == CharState_Block)
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@ -269,6 +269,7 @@ public:
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bool isSneaking() const;
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bool isSneaking() const;
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void setAttackingOrSpell(bool attackingOrSpell);
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void setAttackingOrSpell(bool attackingOrSpell);
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void setAIAttackType(std::string attackType); // set and used by AiCombat
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bool readyToPrepareAttack() const;
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bool readyToPrepareAttack() const;
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bool readyToStartAttack() const;
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bool readyToStartAttack() const;
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