Merge remote-tracking branch 'dteviot/AiCombatRefactor'

sceneinput
Marc Zinnschlag 10 years ago
commit 86dac4a698

@ -110,6 +110,14 @@ namespace MWMechanics
mForceNoShortcut(false),
mLastActorPos(0,0,0),
mMovement(){}
void startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack);
void updateCombatMove(float duration);
void stopCombatMove();
void startAttackIfReady(const MWWorld::Ptr& actor, CharacterController& characterController,
const ESM::Weapon* weapon, bool distantCombat);
void updateAttack(CharacterController& characterController);
void stopAttack();
};
AiCombat::AiCombat(const MWWorld::Ptr& actor) :
@ -190,32 +198,11 @@ namespace MWMechanics
|| target.getClass().getCreatureStats(target).isDead())
return true;
//Update every frame
bool& combatMove = storage.mCombatMove;
float& timerCombatMove = storage.mTimerCombatMove;
MWMechanics::Movement& movement = storage.mMovement;
if(combatMove)
{
timerCombatMove -= duration;
if( timerCombatMove <= 0)
{
timerCombatMove = 0;
movement.mPosition[1] = movement.mPosition[0] = 0;
combatMove = false;
}
}
UpdateActorsMovement(actor, movement);
bool& attack = storage.mAttack;
if (attack && (characterController.getAttackStrength() >= storage.mStrength || characterController.readyToPrepareAttack()))
attack = false;
characterController.setAttackingOrSpell(attack);
float& actionCooldown = storage.mActionCooldown;
actionCooldown -= duration;
storage.updateCombatMove(duration);
updateActorsMovement(actor, storage.mMovement);
storage.updateAttack(characterController);
storage.mActionCooldown -= duration;
float& timerReact = storage.mTimerReact;
if(timerReact < REACTION_INTERVAL)
@ -235,11 +222,9 @@ namespace MWMechanics
{
MWMechanics::Movement& movement = storage.mMovement;
// Stop attacking if target is not seen
if (target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude() > 0
|| target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude() > 75)
if (isTargetMagicallyHidden(target))
{
movement.mPosition[1] = movement.mPosition[0] = 0;
storage.stopAttack();
return false; // TODO: run away instead of doing nothing
}
@ -325,41 +310,9 @@ namespace MWMechanics
}
float& strength = storage.mStrength;
bool& readyToAttack = storage.mReadyToAttack;
// start new attack
if(readyToAttack && characterController.readyToStartAttack())
{
if (storage.mAttackCooldown <= 0)
{
storage.mAttack = true; // attack starts just now
characterController.setAttackingOrSpell(true);
if (!distantCombat)
chooseBestAttack(weapon, movement);
strength = Misc::Rng::rollClosedProbability();
const MWWorld::ESMStore &store = world->getStore();
//say a provoking combat phrase
if (actor.getClass().isNpc())
{
int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt();
if (Misc::Rng::roll0to99() < chance)
{
MWBase::Environment::get().getDialogueManager()->say(actor, "attack");
}
}
float baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayCreature")->getFloat();
if (actor.getClass().isNpc())
baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayNPC")->getFloat();
storage.mAttackCooldown = std::min(baseDelay + 0.01 * Misc::Rng::roll0to99(), baseDelay + 0.9);
}
else
storage.mAttackCooldown -= REACTION_INTERVAL;
}
storage.startAttackIfReady(actor, characterController, weapon, distantCombat);
/*
* Some notes on meanings of variables:
@ -410,22 +363,18 @@ namespace MWMechanics
bool canMoveByZ = (actorClass.canSwim(actor) && world->isSwimming(actor))
|| world->isFlying(actor);
// for distant combat we should know if target is in LOS even if distToTarget < rangeAttack
bool inLOS = distantCombat ? world->getLOS(actor, target) : true;
// can't fight if attacker can't go where target is. E.g. A fish can't attack person on land.
if (distToTarget >= rangeAttack
&& !actorClass.isNpc() && !MWMechanics::isEnvironmentCompatible(actor, target))
{
// TODO: start fleeing?
movement.mPosition[0] = 0;
movement.mPosition[1] = 0;
movement.mPosition[2] = 0;
readyToAttack = false;
characterController.setAttackingOrSpell(false);
storage.stopAttack();
return false;
}
// for distant combat we should know if target is in LOS even if distToTarget < rangeAttack
bool inLOS = distantCombat ? world->getLOS(actor, target) : true;
// (within attack dist) || (not quite attack dist while following)
if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && followTarget && !isStuck)))
{
@ -439,7 +388,8 @@ namespace MWMechanics
if (distantCombat)
{
osg::Vec3f& lastTargetPos = storage.mLastTargetPos;
osg::Vec3f vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, REACTION_INTERVAL, weaptype, strength);
osg::Vec3f vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, REACTION_INTERVAL, weaptype,
storage.mStrength);
lastTargetPos = vTargetPos;
movement.mRotation[0] = getXAngleToDir(vAimDir);
movement.mRotation[2] = getZAngleToDir(vAimDir);
@ -454,31 +404,12 @@ namespace MWMechanics
if (followTarget && distToTarget > rangeAttack)
{
//Close-up combat: just run up on target
storage.stopCombatMove();
movement.mPosition[1] = 1;
}
else // (within attack dist)
{
if(movement.mPosition[0] || movement.mPosition[1])
{
storage.mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
storage.mCombatMove = true;
}
// only NPCs are smart enough to use dodge movements
else if(actorClass.isNpc() && (!distantCombat || (distantCombat && distToTarget < rangeAttack/2)))
{
//apply sideway movement (kind of dodging) with some probability
if (Misc::Rng::rollClosedProbability() < 0.25)
{
movement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f;
storage.mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
storage.mCombatMove = true;
}
}
if(distantCombat && distToTarget < rangeAttack/4)
{
movement.mPosition[1] = -1;
}
storage.startCombatMove(actorClass.isNpc(), distantCombat, distToTarget, rangeAttack);
readyToAttack = true;
//only once got in melee combat, actor is allowed to use close-up shortcutting
@ -551,20 +482,19 @@ namespace MWMechanics
}
}
movement.mPosition[1] = 1;
if (readyToAttack)
{
// to stop possible sideway moving after target moved out of attack range
storage.mCombatMove = true;
storage.mTimerCombatMove = 0;
storage.stopCombatMove();
readyToAttack = false;
}
readyToAttack = false;
movement.mPosition[1] = 1;
}
return false;
}
void AiCombat::UpdateActorsMovement(const MWWorld::Ptr& actor, MWMechanics::Movement& desiredMovement)
void AiCombat::updateActorsMovement(const MWWorld::Ptr& actor, MWMechanics::Movement& desiredMovement)
{
MWMechanics::Movement& actorMovementSettings = actor.getClass().getMovementSettings(actor);
if (mPathFinder.isPathConstructed())
@ -583,12 +513,12 @@ namespace MWMechanics
else
{
actorMovementSettings = desiredMovement;
RotateActorOnAxis(actor, 2, actorMovementSettings, desiredMovement);
RotateActorOnAxis(actor, 0, actorMovementSettings, desiredMovement);
rotateActorOnAxis(actor, 2, actorMovementSettings, desiredMovement);
rotateActorOnAxis(actor, 0, actorMovementSettings, desiredMovement);
}
}
void AiCombat::RotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
void AiCombat::rotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
MWMechanics::Movement& actorMovementSettings, MWMechanics::Movement& desiredMovement)
{
actorMovementSettings.mRotation[axis] = 0;
@ -663,6 +593,104 @@ namespace MWMechanics
package.mPackage = combat.release();
sequence.mPackages.push_back(package);
}
void AiCombatStorage::startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack)
{
if (mMovement.mPosition[0] || mMovement.mPosition[1])
{
mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
mCombatMove = true;
}
// only NPCs are smart enough to use dodge movements
else if (isNpc && (!isDistantCombat || (distToTarget < rangeAttack / 2)))
{
//apply sideway movement (kind of dodging) with some probability
if (Misc::Rng::rollClosedProbability() < 0.25)
{
mMovement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f;
mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
mCombatMove = true;
}
}
if (isDistantCombat && distToTarget < rangeAttack / 4)
{
mMovement.mPosition[1] = -1;
}
}
void AiCombatStorage::updateCombatMove(float duration)
{
if (mCombatMove)
{
mTimerCombatMove -= duration;
if (mTimerCombatMove <= 0)
{
stopCombatMove();
}
}
}
void AiCombatStorage::stopCombatMove()
{
mTimerCombatMove = 0;
mMovement.mPosition[1] = mMovement.mPosition[0] = 0;
mCombatMove = false;
}
void AiCombatStorage::startAttackIfReady(const MWWorld::Ptr& actor, CharacterController& characterController,
const ESM::Weapon* weapon, bool distantCombat)
{
if (mReadyToAttack && characterController.readyToStartAttack())
{
if (mAttackCooldown <= 0)
{
mAttack = true; // attack starts just now
characterController.setAttackingOrSpell(true);
if (!distantCombat)
chooseBestAttack(weapon, mMovement);
mStrength = Misc::Rng::rollClosedProbability();
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
float baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayCreature")->getFloat();
if (actor.getClass().isNpc())
{
baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayNPC")->getFloat();
//say a provoking combat phrase
int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt();
if (Misc::Rng::roll0to99() < chance)
{
MWBase::Environment::get().getDialogueManager()->say(actor, "attack");
}
}
mAttackCooldown = std::min(baseDelay + 0.01 * Misc::Rng::roll0to99(), baseDelay + 0.9);
}
else
mAttackCooldown -= REACTION_INTERVAL;
}
}
void AiCombatStorage::updateAttack(CharacterController& characterController)
{
if (mAttack && (characterController.getAttackStrength() >= mStrength || characterController.readyToPrepareAttack()))
{
mAttack = false;
}
characterController.setAttackingOrSpell(mAttack);
}
void AiCombatStorage::stopAttack()
{
mMovement.mPosition[0] = 0;
mMovement.mPosition[1] = 0;
mMovement.mPosition[2] = 0;
mReadyToAttack = false;
mAttack = false;
}
}

@ -65,8 +65,8 @@ namespace MWMechanics
AiCombatStorage& storage, MWWorld::Ptr target);
/// Transfer desired movement (from AiCombatStorage) to Actor
void UpdateActorsMovement(const MWWorld::Ptr& actor, MWMechanics::Movement& movement);
void RotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
void updateActorsMovement(const MWWorld::Ptr& actor, MWMechanics::Movement& movement);
void rotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
MWMechanics::Movement& actorMovementSettings, MWMechanics::Movement& desiredMovement);
};

@ -4,6 +4,7 @@
#include <components/esm/loadcell.hpp>
#include <components/esm/loadland.hpp>
#include <components/esm/loadmgef.hpp>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
@ -129,3 +130,10 @@ bool MWMechanics::AiPackage::doesPathNeedRecalc(ESM::Pathgrid::Point dest, const
{
return distance(mPrevDest, dest) > 10;
}
bool MWMechanics::AiPackage::isTargetMagicallyHidden(const MWWorld::Ptr& target)
{
const MagicEffects& magicEffects(target.getClass().getCreatureStats(target).getMagicEffects());
return (magicEffects.get(ESM::MagicEffect::Invisibility).getMagnitude() > 0)
|| (magicEffects.get(ESM::MagicEffect::Chameleon).getMagnitude() > 75);
}

@ -69,6 +69,8 @@ namespace MWMechanics
/// Simulates the passing of time
virtual void fastForward(const MWWorld::Ptr& actor, AiState& state) {}
bool isTargetMagicallyHidden(const MWWorld::Ptr& target);
protected:
/// Causes the actor to attempt to walk to the specified location
/** \return If the actor has arrived at his destination **/

@ -43,8 +43,7 @@ bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characte
)
return true; //Target doesn't exist
if (target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude() > 0
|| target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Chameleon).getMagnitude() > 75)
if (isTargetMagicallyHidden(target))
return true;
if(target.getClass().getCreatureStats(target).isDead())

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