Merge pull request #1045 from Allofich/attack

Fix AI melee attack
This commit is contained in:
scrawl 2016-09-04 00:22:59 +02:00 committed by GitHub
commit 7859e378df
3 changed files with 23 additions and 46 deletions

View file

@ -23,7 +23,7 @@ namespace
{ {
//chooses an attack depending on probability to avoid uniformity //chooses an attack depending on probability to avoid uniformity
ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement); std::string chooseBestAttack(const ESM::Weapon* weapon);
osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos, osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos,
float duration, int weapType, float strength); float duration, int weapType, float strength);
@ -630,7 +630,7 @@ namespace MWMechanics
characterController.setAttackingOrSpell(true); characterController.setAttackingOrSpell(true);
if (!distantCombat) if (!distantCombat)
chooseBestAttack(weapon, mMovement); characterController.setAIAttackType(chooseBestAttack(weapon));
mStrength = Misc::Rng::rollClosedProbability(); mStrength = Misc::Rng::rollClosedProbability();
@ -678,32 +678,11 @@ namespace MWMechanics
namespace namespace
{ {
ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement) std::string chooseBestAttack(const ESM::Weapon* weapon)
{ {
ESM::Weapon::AttackType attackType; std::string attackType;
if (weapon == NULL) if (weapon != NULL)
{
//hand-to-hand deal equal damage for each type
float roll = Misc::Rng::rollClosedProbability();
if(roll <= 0.333f) //side punch
{
movement.mPosition[0] = (Misc::Rng::rollClosedProbability() < 0.5f) ? 1.0f : -1.0f;
movement.mPosition[1] = 0;
attackType = ESM::Weapon::AT_Slash;
}
else if(roll <= 0.666f) //forward punch
{
movement.mPosition[1] = 1;
attackType = ESM::Weapon::AT_Thrust;
}
else
{
movement.mPosition[1] = movement.mPosition[0] = 0;
attackType = ESM::Weapon::AT_Chop;
}
}
else
{ {
//the more damage attackType deals the more probability it has //the more damage attackType deals the more probability it has
int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2; int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
@ -712,21 +691,11 @@ ESM::Weapon::AttackType chooseBestAttack(const ESM::Weapon* weapon, MWMechanics:
float roll = Misc::Rng::rollClosedProbability() * (slash + chop + thrust); float roll = Misc::Rng::rollClosedProbability() * (slash + chop + thrust);
if(roll <= slash) if(roll <= slash)
{ attackType = "slash";
movement.mPosition[0] = (Misc::Rng::rollClosedProbability() < 0.5f) ? 1.0f : -1.0f;
movement.mPosition[1] = 0;
attackType = ESM::Weapon::AT_Slash;
}
else if(roll <= (slash + thrust)) else if(roll <= (slash + thrust))
{ attackType = "thrust";
movement.mPosition[1] = 1;
attackType = ESM::Weapon::AT_Thrust;
}
else else
{ attackType = "chop";
movement.mPosition[1] = movement.mPosition[0] = 0;
attackType = ESM::Weapon::AT_Chop;
}
} }
return attackType; return attackType;

View file

@ -1208,7 +1208,6 @@ bool CharacterController::updateWeaponState()
if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block)) if(mUpperBodyState == UpperCharState_WeapEquiped && (mHitState == CharState_None || mHitState == CharState_Block))
{ {
MWBase::Environment::get().getWorld()->breakInvisibility(mPtr); MWBase::Environment::get().getWorld()->breakInvisibility(mPtr);
mAttackType.clear();
if(mWeaponType == WeapType_Spell) if(mWeaponType == WeapType_Spell)
{ {
// Unset casting flag, otherwise pressing the mouse button down would // Unset casting flag, otherwise pressing the mouse button down would
@ -1309,14 +1308,17 @@ bool CharacterController::updateWeaponState()
{ {
if (isWeapon) if (isWeapon)
{ {
if(mPtr == getPlayer() && if(mPtr == getPlayer())
Settings::Manager::getBool("best attack", "Game"))
{ {
MWWorld::ContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight); if (Settings::Manager::getBool("best attack", "Game"))
mAttackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase); {
MWWorld::ContainerStoreIterator weapon = mPtr.getClass().getInventoryStore(mPtr).getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
mAttackType = getBestAttack(weapon->get<ESM::Weapon>()->mBase);
}
else
setAttackTypeBasedOnMovement();
} }
else // else if (mPtr != getPlayer()) use mAttackType already set by AiCombat
setAttackTypeBasedOnMovement();
} }
else else
setAttackTypeRandomly(); setAttackTypeRandomly();
@ -2227,6 +2229,11 @@ void CharacterController::setAttackingOrSpell(bool attackingOrSpell)
mAttackingOrSpell = attackingOrSpell; mAttackingOrSpell = attackingOrSpell;
} }
void CharacterController::setAIAttackType(std::string attackType)
{
mAttackType = attackType;
}
bool CharacterController::readyToPrepareAttack() const bool CharacterController::readyToPrepareAttack() const
{ {
return (mHitState == CharState_None || mHitState == CharState_Block) return (mHitState == CharState_None || mHitState == CharState_Block)

View file

@ -269,6 +269,7 @@ public:
bool isSneaking() const; bool isSneaking() const;
void setAttackingOrSpell(bool attackingOrSpell); void setAttackingOrSpell(bool attackingOrSpell);
void setAIAttackType(std::string attackType); // set and used by AiCombat
bool readyToPrepareAttack() const; bool readyToPrepareAttack() const;
bool readyToStartAttack() const; bool readyToStartAttack() const;