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@ -31,10 +31,52 @@ namespace
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//chooses an attack depending on probability to avoid uniformity
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void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement);
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float getZAngleToDir(const Ogre::Vector3& dir, float dirLen = 0.0f)
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{
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float len = (dirLen > 0.0f)? dirLen : dir.length();
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return Ogre::Radian( Ogre::Math::ACos(dir.y / len) * sgn(Ogre::Math::ASin(dir.x / len)) ).valueDegrees();
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}
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float getXAngleToDir(const Ogre::Vector3& dir, float dirLen = 0.0f)
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{
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float len = (dirLen > 0.0f)? dirLen : dir.length();
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return Ogre::Radian(-Ogre::Math::ASin(dir.z / len)).valueDegrees();
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}
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const float PATHFIND_Z_REACH = 50.0f;
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// distance at which actor pays more attention to decide whether to shortcut or stick to pathgrid
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const float PATHFIND_CAUTION_DIST = 500.0f;
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// distance after which actor (failed previously to shortcut) will try again
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const float PATHFIND_SHORTCUT_RETRY_DIST = 300.0f;
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// cast up-down ray with some offset from actor position to check for pits/obstacles on the way to target;
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// magnitude of pits/obstacles is defined by PATHFIND_Z_REACH
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bool checkWayIsClear(const Ogre::Vector3& from, const Ogre::Vector3& to, float offset)
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{
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if((to - from).length() >= PATHFIND_CAUTION_DIST || abs(from.z - to.z) <= PATHFIND_Z_REACH)
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{
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Ogre::Vector3 dir = to - from;
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dir.z = 0;
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dir.normalise();
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float verticalOffset = 200; // instead of '200' here we want the height of the actor
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Ogre::Vector3 _from = from + dir*offset + Ogre::Vector3::UNIT_Z * verticalOffset;
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// cast up-down ray and find height in world space of hit
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float h = _from.z - MWBase::Environment::get().getWorld()->getDistToNearestRayHit(_from, -Ogre::Vector3::UNIT_Z, verticalOffset + PATHFIND_Z_REACH + 1);
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if(abs(from.z - h) <= PATHFIND_Z_REACH)
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return true;
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}
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return false;
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}
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}
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namespace MWMechanics
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{
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static const float MAX_ATTACK_DURATION = 0.35f;
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static const float DOOR_CHECK_INTERVAL = 1.5f; // same as AiWander
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// NOTE: MIN_DIST_TO_DOOR_SQUARED is defined in obstacle.hpp
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@ -45,16 +87,16 @@ namespace MWMechanics
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mTimerCombatMove(0),
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mFollowTarget(false),
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mReadyToAttack(false),
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mStrike(false),
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mAttack(false),
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mCombatMove(false),
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mBackOffDoor(false),
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mRotate(false),
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mMovement(),
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mForceNoShortcut(false),
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mShortcutFailPos(),
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mBackOffDoor(false),
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mCell(NULL),
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mDoorIter(actor.getCell()->get<ESM::Door>().mList.end()),
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mDoors(actor.getCell()->get<ESM::Door>()),
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mDoorCheckDuration(0),
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mTargetAngle(0)
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mDoorCheckDuration(0)
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{
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}
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@ -125,17 +167,23 @@ namespace MWMechanics
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mCombatMove = false;
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}
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}
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actor.getClass().getMovementSettings(actor) = mMovement;
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actor.getClass().getMovementSettings(actor).mRotation[0] = 0;
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actor.getClass().getMovementSettings(actor).mRotation[2] = 0;
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if (mRotate)
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if(mMovement.mRotation[2] != 0)
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{
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if(zTurn(actor, Ogre::Degree(mMovement.mRotation[2]))) mMovement.mRotation[2] = 0;
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}
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if(mMovement.mRotation[0] != 0)
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{
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if (zTurn(actor, Ogre::Degree(mTargetAngle)))
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mRotate = false;
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if(smoothTurn(actor, Ogre::Degree(mMovement.mRotation[0]), 0)) mMovement.mRotation[0] = 0;
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}
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mTimerAttack -= duration;
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actor.getClass().getCreatureStats(actor).setAttackingOrSpell(mStrike);
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actor.getClass().getCreatureStats(actor).setAttackingOrSpell(mAttack);
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float tReaction = 0.25f;
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if(mTimerReact < tReaction)
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@ -145,7 +193,7 @@ namespace MWMechanics
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}
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//Update with period = tReaction
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mTimerReact = 0;
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bool cellChange = mCell && (actor.getCell() != mCell);
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@ -156,16 +204,16 @@ namespace MWMechanics
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//actual attacking logic
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//TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f
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float attackPeriod = 1.0f;
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float attacksPeriod = 1.0f;
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if(mReadyToAttack)
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{
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if(mTimerAttack <= -attackPeriod)
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if(mTimerAttack <= -attacksPeriod)
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{
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//TODO: should depend on time between 'start' to 'min attack'
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//for better controlling of NPCs' attack strength.
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//Also it seems that this time is different for slash/thrust/chop
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mTimerAttack = 0.35f * static_cast<float>(rand())/RAND_MAX;
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mStrike = true;
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mTimerAttack = MAX_ATTACK_DURATION * static_cast<float>(rand())/RAND_MAX;
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mAttack = true;
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//say a provoking combat phrase
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if (actor.getClass().isNpc())
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@ -180,30 +228,31 @@ namespace MWMechanics
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}
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}
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else if (mTimerAttack <= 0)
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mStrike = false;
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mAttack = false;
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}
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else
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{
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mTimerAttack = -attackPeriod;
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mStrike = false;
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mTimerAttack = -attacksPeriod;
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mAttack = false;
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}
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const MWWorld::Class &cls = actor.getClass();
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const MWWorld::Class &actorCls = actor.getClass();
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const ESM::Weapon *weapon = NULL;
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MWMechanics::WeaponType weaptype;
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float weapRange, weapSpeed = 1.0f;
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actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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actorCls.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
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if (actor.getClass().hasInventoryStore(actor))
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// Get weapon characteristics
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if (actorCls.hasInventoryStore(actor))
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{
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MWMechanics::DrawState_ state = actor.getClass().getCreatureStats(actor).getDrawState();
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MWMechanics::DrawState_ state = actorCls.getCreatureStats(actor).getDrawState();
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if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
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actor.getClass().getCreatureStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
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actorCls.getCreatureStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
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//Get weapon speed and range
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MWWorld::ContainerStoreIterator weaponSlot =
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MWMechanics::getActiveWeapon(cls.getCreatureStats(actor), cls.getInventoryStore(actor), &weaptype);
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MWMechanics::getActiveWeapon(actorCls.getCreatureStats(actor), actorCls.getInventoryStore(actor), &weaptype);
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if (weaptype == WeapType_HandToHand)
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{
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@ -225,36 +274,27 @@ namespace MWMechanics
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weapRange = 150; //TODO: use true attack range (the same problem in Creature::hit)
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}
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ESM::Position pos = actor.getRefData().getPosition();
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/*
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* Some notes on meanings of variables:
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*
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* rangeMelee:
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* rangeAttack:
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*
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* - Distance where attack using the actor's weapon is possible
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* - longer for ranged weapons (obviously?) vs. melee weapons
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* - Distance where attack using the actor's weapon is possible:
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* longer for ranged weapons (obviously?) vs. melee weapons
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* - Determined by weapon's reach parameter; hardcoded value
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* for ranged weapon and for creatures
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* - Once within this distance mFollowTarget is triggered
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* (TODO: check whether the follow logic still works for ranged
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* weapons, since rangeCloseup is set to zero)
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* - TODO: The variable name is confusing. It was ok when AiCombat only
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* had melee weapons but now that ranged weapons are supported that is
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* no longer the case. It should really be renamed to something
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* like rangeStrike - alternatively, keep this name for melee
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* weapons and use a different variable for tracking ranged weapon
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* distance (rangeRanged maybe?)
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*
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* rangeCloseup:
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* rangeFollow:
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*
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* - Applies to melee weapons or hand to hand only (or creatures without
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* weapons)
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* - Distance a little further away from the actor's weapon strike
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* i.e. rangeCloseup > rangeMelee for melee weapons
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* (the variable names make this simple concept counter-intuitive,
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* something like rangeMelee > rangeStrike may be better)
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* - Distance a little further away than the actor's weapon reach
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* i.e. rangeFollow > rangeAttack for melee weapons
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* - Hardcoded value (0 for ranged weapons)
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* - Once the target gets beyond this distance mFollowTarget is cleared
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* and a path to the target needs to be found
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* - TODO: Possibly rename this variable to rangeMelee or even rangeFollow
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*
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* mFollowTarget:
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*
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@ -263,58 +303,72 @@ namespace MWMechanics
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* available, since the default path without pathgrids is direct to
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* target even if LOS is not achieved)
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*/
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float rangeMelee;
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float rangeCloseUp;
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float rangeAttack;
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float rangeFollow;
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bool distantCombat = false;
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if (weaptype==WeapType_BowAndArrow || weaptype==WeapType_Crossbow || weaptype==WeapType_Thrown)
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if (weaptype == WeapType_BowAndArrow || weaptype == WeapType_Crossbow || weaptype == WeapType_Thrown)
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{
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rangeMelee = 1000; // TODO: should depend on archer skill
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rangeCloseUp = 0; //doesn't needed when attacking from distance
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rangeAttack = 1000; // TODO: should depend on archer skill
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rangeFollow = 0; // not needed in ranged combat
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distantCombat = true;
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}
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else
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{
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rangeMelee = weapRange;
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rangeCloseUp = 300;
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rangeAttack = weapRange;
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rangeFollow = 300;
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}
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ESM::Position pos = actor.getRefData().getPosition();
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Ogre::Vector3 vActorPos(pos.pos);
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Ogre::Vector3 vTargetPos(mTarget.getRefData().getPosition().pos);
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Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos;
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bool isStuck = false;
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float speed = 0.0f;
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if(mMovement.mPosition[1] && (Ogre::Vector3(mLastPos.pos) - vActorPos).length() < (speed = actorCls.getSpeed(actor)) / 10.0f)
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isStuck = true;
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mLastPos = pos;
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// check if actor can move along z-axis
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|
|
bool canMoveByZ = (actorCls.canSwim(actor) && MWBase::Environment::get().getWorld()->isSwimming(actor))
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|| MWBase::Environment::get().getWorld()->isFlying(actor);
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Ogre::Vector3 vStart(pos.pos[0], pos.pos[1], pos.pos[2]);
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|
|
ESM::Position targetPos = mTarget.getRefData().getPosition();
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|
|
Ogre::Vector3 vDest(targetPos.pos[0], targetPos.pos[1], targetPos.pos[2]);
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|
Ogre::Vector3 vDir = vDest - vStart;
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|
float distBetween = vDir.length();
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// determine vertical angle to target
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|
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// if actor can move along z-axis it will control movement dir
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// if can't - it will control correct aiming
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|
|
mMovement.mRotation[0] = getXAngleToDir(vDirToTarget);
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vDirToTarget.z = 0;
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float distToTarget = vDirToTarget.length();
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|
// (within strike dist) || (not quite strike dist while following)
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|
|
|
if(distBetween < rangeMelee || (distBetween <= rangeCloseUp && mFollowTarget) )
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|
|
if(distToTarget < rangeAttack || (distToTarget <= rangeFollow && mFollowTarget && !isStuck) )
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{
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|
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//Melee and Close-up combat
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|
vDir.z = 0;
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|
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float dirLen = vDir.length();
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mTargetAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / dirLen) * sgn(Ogre::Math::ASin(vDir.x / dirLen)) ).valueDegrees();
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|
|
mRotate = true;
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|
|
mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
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//bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget);
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|
|
// (not quite strike dist while following)
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|
|
|
if (mFollowTarget && distBetween > rangeMelee)
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|
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if (mFollowTarget && distToTarget > rangeAttack)
|
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|
{
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|
|
//Close-up combat: just run up on target
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|
|
|
mMovement.mPosition[1] = 1;
|
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|
|
}
|
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|
|
else // (within strike dist)
|
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|
|
{
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|
|
//Melee: stop running and attack
|
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|
|
mMovement.mPosition[1] = 0;
|
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|
|
|
|
|
|
|
|
// When attacking with a weapon, choose between slash, thrust or chop
|
|
|
|
|
if (actor.getClass().hasInventoryStore(actor))
|
|
|
|
|
chooseBestAttack(weapon, mMovement);
|
|
|
|
|
// set slash/thrust/chop attack
|
|
|
|
|
if (mAttack && !distantCombat) chooseBestAttack(weapon, mMovement);
|
|
|
|
|
|
|
|
|
|
if(mMovement.mPosition[0] || mMovement.mPosition[1])
|
|
|
|
|
{
|
|
|
|
|
mTimerCombatMove = 0.1f + 0.1f * static_cast<float>(rand())/RAND_MAX;
|
|
|
|
|
mCombatMove = true;
|
|
|
|
|
}
|
|
|
|
|
else if(actor.getClass().isNpc() && (!distantCombat || (distantCombat && rangeMelee/5)))
|
|
|
|
|
// only NPCs are smart enough to use dodge movements
|
|
|
|
|
else if(actorCls.isNpc() && (!distantCombat || (distantCombat && distToTarget < rangeAttack/2)))
|
|
|
|
|
{
|
|
|
|
|
//apply sideway movement (kind of dodging) with some probability
|
|
|
|
|
if(static_cast<float>(rand())/RAND_MAX < 0.25)
|
|
|
|
@ -325,7 +379,7 @@ namespace MWMechanics
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(distantCombat && distBetween < rangeMelee/4)
|
|
|
|
|
if(distantCombat && distToTarget < rangeAttack/4)
|
|
|
|
|
{
|
|
|
|
|
mMovement.mPosition[1] = -1;
|
|
|
|
|
}
|
|
|
|
@ -335,56 +389,105 @@ namespace MWMechanics
|
|
|
|
|
mFollowTarget = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
else // remote pathfinding
|
|
|
|
|
{
|
|
|
|
|
//target is at far distance: build path to target
|
|
|
|
|
mFollowTarget = false;
|
|
|
|
|
|
|
|
|
|
buildNewPath(actor); //may fail to build a path, check before use
|
|
|
|
|
bool preferShortcut = false;
|
|
|
|
|
bool inLOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget);
|
|
|
|
|
|
|
|
|
|
if(mReadyToAttack) isStuck = false;
|
|
|
|
|
|
|
|
|
|
// check if shortcut is available
|
|
|
|
|
if(!isStuck
|
|
|
|
|
&& (!mForceNoShortcut
|
|
|
|
|
|| (Ogre::Vector3(mShortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST)
|
|
|
|
|
&& inLOS)
|
|
|
|
|
{
|
|
|
|
|
if(speed == 0.0f) speed = actorCls.getSpeed(actor);
|
|
|
|
|
// maximum dist before pit/obstacle for actor to avoid them depending on his speed
|
|
|
|
|
float maxAvoidDist = tReaction * speed + speed / MAX_VEL_ANGULAR.valueRadians() * 2; // *2 - for reliability
|
|
|
|
|
preferShortcut = checkWayIsClear(vActorPos, vTargetPos, distToTarget > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
//delete visited path node
|
|
|
|
|
mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]);
|
|
|
|
|
// don't use pathgrid when actor can move in 3 dimensions
|
|
|
|
|
if(canMoveByZ) preferShortcut = true;
|
|
|
|
|
|
|
|
|
|
//if no new path leave mTargetAngle unchanged
|
|
|
|
|
if(!mPathFinder.getPath().empty())
|
|
|
|
|
if(preferShortcut)
|
|
|
|
|
{
|
|
|
|
|
//try shortcut
|
|
|
|
|
if(vDir.length() < mPathFinder.getDistToNext(pos.pos[0],pos.pos[1],pos.pos[2]) && MWBase::Environment::get().getWorld()->getLOS(actor, mTarget))
|
|
|
|
|
mTargetAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / vDir.length()) * sgn(Ogre::Math::ASin(vDir.x / vDir.length())) ).valueDegrees();
|
|
|
|
|
else
|
|
|
|
|
mTargetAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
|
|
|
|
|
mRotate = true;
|
|
|
|
|
mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
|
|
|
|
|
mForceNoShortcut = false;
|
|
|
|
|
mShortcutFailPos.pos[0] = mShortcutFailPos.pos[1] = mShortcutFailPos.pos[2] = 0;
|
|
|
|
|
mPathFinder.clearPath();
|
|
|
|
|
}
|
|
|
|
|
else // if shortcut failed stick to path grid
|
|
|
|
|
{
|
|
|
|
|
if(!isStuck && mShortcutFailPos.pos[0] == 0.0f && mShortcutFailPos.pos[1] == 0.0f && mShortcutFailPos.pos[2] == 0.0f)
|
|
|
|
|
{
|
|
|
|
|
mForceNoShortcut = true;
|
|
|
|
|
mShortcutFailPos = pos;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
mFollowTarget = false;
|
|
|
|
|
|
|
|
|
|
buildNewPath(actor); //may fail to build a path, check before use
|
|
|
|
|
|
|
|
|
|
//delete visited path node
|
|
|
|
|
mPathFinder.checkWaypoint(pos.pos[0],pos.pos[1],pos.pos[2]);
|
|
|
|
|
|
|
|
|
|
// This works on the borders between the path grid and areas with no waypoints.
|
|
|
|
|
if(inLOS && mPathFinder.getPath().size() > 1)
|
|
|
|
|
{
|
|
|
|
|
// get point just before target
|
|
|
|
|
std::list<ESM::Pathgrid::Point>::const_iterator pntIter = --mPathFinder.getPath().end();
|
|
|
|
|
--pntIter;
|
|
|
|
|
Ogre::Vector3 vBeforeTarget = Ogre::Vector3(pntIter->mX, pntIter->mY, pntIter->mZ);
|
|
|
|
|
|
|
|
|
|
// if current actor pos is closer to target then last point of path (excluding target itself) then go straight on target
|
|
|
|
|
if(distToTarget <= (vTargetPos - vBeforeTarget).length())
|
|
|
|
|
{
|
|
|
|
|
mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
|
|
|
|
|
preferShortcut = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// if there is no new path, then go straight on target
|
|
|
|
|
if(!preferShortcut)
|
|
|
|
|
{
|
|
|
|
|
if(!mPathFinder.getPath().empty())
|
|
|
|
|
mMovement.mRotation[2] = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
|
|
|
|
|
else
|
|
|
|
|
mMovement.mRotation[2] = getZAngleToDir(vDirToTarget, distToTarget);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
mMovement.mPosition[1] = 1;
|
|
|
|
|
mReadyToAttack = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(distBetween > rangeMelee)
|
|
|
|
|
if(distToTarget > rangeAttack && !distantCombat)
|
|
|
|
|
{
|
|
|
|
|
//special run attack; it shouldn't affect melee combat tactics
|
|
|
|
|
if(actor.getClass().getMovementSettings(actor).mPosition[1] == 1)
|
|
|
|
|
if(actorCls.getMovementSettings(actor).mPosition[1] == 1)
|
|
|
|
|
{
|
|
|
|
|
//check if actor can overcome the distance = distToTarget - attackerWeapRange
|
|
|
|
|
//less than in time of playing weapon anim from 'start' to 'hit' tags (t_swing)
|
|
|
|
|
//then start attacking
|
|
|
|
|
float speed1 = cls.getSpeed(actor);
|
|
|
|
|
float speed1 = actorCls.getSpeed(actor);
|
|
|
|
|
float speed2 = mTarget.getClass().getSpeed(mTarget);
|
|
|
|
|
if(mTarget.getClass().getMovementSettings(mTarget).mPosition[0] == 0
|
|
|
|
|
&& mTarget.getClass().getMovementSettings(mTarget).mPosition[1] == 0)
|
|
|
|
|
speed2 = 0;
|
|
|
|
|
|
|
|
|
|
float s1 = distBetween - weapRange;
|
|
|
|
|
float s1 = distToTarget - weapRange;
|
|
|
|
|
float t = s1/speed1;
|
|
|
|
|
float s2 = speed2 * t;
|
|
|
|
|
float t_swing = 0.17f/weapSpeed;//instead of 0.17 should be the time of playing weapon anim from 'start' to 'hit' tags
|
|
|
|
|
float t_swing = (MAX_ATTACK_DURATION/2) / weapSpeed;//instead of 0.17 should be the time of playing weapon anim from 'start' to 'hit' tags
|
|
|
|
|
if (t + s2/speed1 <= t_swing)
|
|
|
|
|
{
|
|
|
|
|
mReadyToAttack = true;
|
|
|
|
|
if(mTimerAttack <= -attackPeriod)
|
|
|
|
|
if(mTimerAttack <= -attacksPeriod)
|
|
|
|
|
{
|
|
|
|
|
mTimerAttack = 0.3f*static_cast<float>(rand())/RAND_MAX;
|
|
|
|
|
mStrike = true;
|
|
|
|
|
mTimerAttack = MAX_ATTACK_DURATION * static_cast<float>(rand())/RAND_MAX;
|
|
|
|
|
mAttack = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
@ -394,7 +497,7 @@ namespace MWMechanics
|
|
|
|
|
// coded at 250ms or 1/4 second
|
|
|
|
|
//
|
|
|
|
|
// TODO: Add a parameter to vary DURATION_SAME_SPOT?
|
|
|
|
|
if((distBetween > rangeMelee || mFollowTarget) &&
|
|
|
|
|
if((distToTarget > rangeAttack || mFollowTarget) &&
|
|
|
|
|
mObstacleCheck.check(actor, tReaction)) // check if evasive action needed
|
|
|
|
|
{
|
|
|
|
|
// first check if we're walking into a door
|
|
|
|
@ -406,12 +509,11 @@ namespace MWMechanics
|
|
|
|
|
// Check all the doors in this cell
|
|
|
|
|
mDoors = cell->get<ESM::Door>(); // update
|
|
|
|
|
mDoorIter = mDoors.mList.begin();
|
|
|
|
|
Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos);
|
|
|
|
|
for (; mDoorIter != mDoors.mList.end(); ++mDoorIter)
|
|
|
|
|
{
|
|
|
|
|
MWWorld::LiveCellRef<ESM::Door>& ref = *mDoorIter;
|
|
|
|
|
float minSqr = 1.3*1.3*MIN_DIST_TO_DOOR_SQUARED; // for legibility
|
|
|
|
|
if(actorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr &&
|
|
|
|
|
if(vActorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr &&
|
|
|
|
|
ref.mData.getLocalRotation().rot[2] < 0.4f) // even small opening
|
|
|
|
|
{
|
|
|
|
|
//std::cout<<"closed door id \""<<ref.mRef.mRefID<<"\""<<std::endl;
|
|
|
|
@ -441,11 +543,10 @@ namespace MWMechanics
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MWWorld::LiveCellRef<ESM::Door>& ref = *mDoorIter;
|
|
|
|
|
Ogre::Vector3 actorPos(actor.getRefData().getPosition().pos);
|
|
|
|
|
float minSqr = 1.6 * 1.6 * MIN_DIST_TO_DOOR_SQUARED; // for legibility
|
|
|
|
|
// TODO: add reaction to checking open doors
|
|
|
|
|
if(mBackOffDoor &&
|
|
|
|
|
actorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr)
|
|
|
|
|
vActorPos.squaredDistance(Ogre::Vector3(ref.mRef.mPos.pos)) < minSqr)
|
|
|
|
|
{
|
|
|
|
|
mMovement.mPosition[1] = -0.2; // back off, but slowly
|
|
|
|
|
}
|
|
|
|
@ -454,47 +555,38 @@ namespace MWMechanics
|
|
|
|
|
ref.mData.getLocalRotation().rot[2] >= 1)
|
|
|
|
|
{
|
|
|
|
|
mDoorIter = mDoors.mList.end();
|
|
|
|
|
mBackOffDoor = false;
|
|
|
|
|
mBackOffDoor = false;
|
|
|
|
|
//std::cout<<"open door id \""<<ref.mRef.mRefID<<"\""<<std::endl;
|
|
|
|
|
mMovement.mPosition[1] = 1;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
mMovement.mPosition[1] = 1; // FIXME: oscillation?
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
actor.getClass().getMovementSettings(actor) = mMovement;
|
|
|
|
|
// these lines break ranged combat distance keeping
|
|
|
|
|
//else
|
|
|
|
|
//{
|
|
|
|
|
// mMovement.mPosition[1] = 1; // FIXME: oscillation?
|
|
|
|
|
//}
|
|
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void AiCombat::buildNewPath(const MWWorld::Ptr& actor)
|
|
|
|
|
{
|
|
|
|
|
//Construct path to target
|
|
|
|
|
ESM::Pathgrid::Point dest;
|
|
|
|
|
dest.mX = mTarget.getRefData().getPosition().pos[0];
|
|
|
|
|
dest.mY = mTarget.getRefData().getPosition().pos[1];
|
|
|
|
|
dest.mZ = mTarget.getRefData().getPosition().pos[2];
|
|
|
|
|
Ogre::Vector3 newPathTarget = Ogre::Vector3(dest.mX, dest.mY, dest.mZ);
|
|
|
|
|
|
|
|
|
|
float dist = -1; //hack to indicate first time, to construct a new path
|
|
|
|
|
Ogre::Vector3 newPathTarget = Ogre::Vector3(mTarget.getRefData().getPosition().pos);
|
|
|
|
|
|
|
|
|
|
float dist;
|
|
|
|
|
|
|
|
|
|
if(!mPathFinder.getPath().empty())
|
|
|
|
|
{
|
|
|
|
|
ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
|
|
|
|
|
Ogre::Vector3 currPathTarget(lastPt.mX, lastPt.mY, lastPt.mZ);
|
|
|
|
|
dist = Ogre::Math::Abs((newPathTarget - currPathTarget).length());
|
|
|
|
|
dist = (newPathTarget - currPathTarget).length();
|
|
|
|
|
}
|
|
|
|
|
else dist = 1e+38F; // necessarily construct a new path
|
|
|
|
|
|
|
|
|
|
float targetPosThreshold;
|
|
|
|
|
bool isOutside = actor.getCell()->getCell()->isExterior();
|
|
|
|
|
if (isOutside)
|
|
|
|
|
targetPosThreshold = 300;
|
|
|
|
|
else
|
|
|
|
|
targetPosThreshold = 100;
|
|
|
|
|
float targetPosThreshold = (actor.getCell()->getCell()->isExterior())? 300 : 100;
|
|
|
|
|
|
|
|
|
|
if((dist < 0) || (dist > targetPosThreshold))
|
|
|
|
|
//construct new path only if target has moved away more than on [targetPosThreshold]
|
|
|
|
|
if(dist > targetPosThreshold)
|
|
|
|
|
{
|
|
|
|
|
//construct new path only if target has moved away more than on <targetPosThreshold>
|
|
|
|
|
ESM::Position pos = actor.getRefData().getPosition();
|
|
|
|
|
|
|
|
|
|
ESM::Pathgrid::Point start;
|
|
|
|
@ -502,17 +594,18 @@ namespace MWMechanics
|
|
|
|
|
start.mY = pos.pos[1];
|
|
|
|
|
start.mZ = pos.pos[2];
|
|
|
|
|
|
|
|
|
|
ESM::Pathgrid::Point dest;
|
|
|
|
|
dest.mX = newPathTarget.x;
|
|
|
|
|
dest.mY = newPathTarget.y;
|
|
|
|
|
dest.mZ = newPathTarget.z;
|
|
|
|
|
|
|
|
|
|
if(!mPathFinder.isPathConstructed())
|
|
|
|
|
mPathFinder.buildPath(start, dest, actor.getCell(), isOutside);
|
|
|
|
|
mPathFinder.buildPath(start, dest, actor.getCell(), false);
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
PathFinder newPathFinder;
|
|
|
|
|
newPathFinder.buildPath(start, dest, actor.getCell(), isOutside);
|
|
|
|
|
newPathFinder.buildPath(start, dest, actor.getCell(), false);
|
|
|
|
|
|
|
|
|
|
//TO EXPLORE:
|
|
|
|
|
//maybe here is a mistake (?): PathFinder::getPathSize() returns number of grid points in the path,
|
|
|
|
|
//not the actual path length. Here we should know if the new path is actually more effective.
|
|
|
|
|
//if(pathFinder2.getPathSize() < mPathFinder.getPathSize())
|
|
|
|
|
if(!mPathFinder.getPath().empty())
|
|
|
|
|
{
|
|
|
|
|
newPathFinder.syncStart(mPathFinder.getPath());
|
|
|
|
|