forked from mirror/openmw-tes3mp
Implement actors fighting for the actor they are following (Fixes #1141)
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1a04501951
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9 changed files with 78 additions and 52 deletions
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@ -366,10 +366,17 @@ namespace MWClass
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getCreatureStats(ptr).setAttacked(true);
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// Self defense
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if (!attacker.isEmpty() && !MWBase::Environment::get().getMechanicsManager()->isAggressive(ptr, attacker)
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&& (canWalk(ptr) || canFly(ptr) || canSwim(ptr))) // No retaliation for totally static creatures
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// (they have no movement or attacks anyway)
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if ( ((!attacker.isEmpty() && attacker.getClass().getCreatureStats(attacker).getAiSequence().isInCombat(ptr))
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|| attacker == MWBase::Environment::get().getWorld()->getPlayerPtr())
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&& !ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat(attacker)
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&& (canWalk(ptr) || canFly(ptr) || canSwim(ptr)) // No retaliation for totally static creatures
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// (they have no movement or attacks anyway)
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)
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{
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// Attacker is in combat with us, but we are not in combat with the attacker yet. Time to fight back.
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// Note: accidental or collateral damage attacks are ignored.
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MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, attacker);
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}
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if(!successful)
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{
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@ -192,6 +192,15 @@ namespace MWMechanics
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CreatureStats& creatureStats = actor1.getClass().getCreatureStats(actor1);
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if (againstPlayer && creatureStats.isHostile()) return; // already fighting against player
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if (actor2.getClass().getCreatureStats(actor2).isDead()
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|| actor1.getClass().getCreatureStats(actor1).isDead())
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return;
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const ESM::Position& actor1Pos = actor2.getRefData().getPosition();
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const ESM::Position& actor2Pos = actor2.getRefData().getPosition();
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float sqrDist = Ogre::Vector3(actor1Pos.pos).squaredDistance(Ogre::Vector3(actor2Pos.pos));
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if (sqrDist > 7168*7168)
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return;
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// pure water creatures won't try to fight with the target on the ground
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// except that creature is already hostile
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@ -208,9 +217,9 @@ namespace MWMechanics
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else
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{
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aggressive = false;
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// if one of actors is creature then we should make a decision to start combat or not
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// NOTE: function doesn't take into account combat between 2 creatures
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if (!actor1.getClass().isNpc())
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// Make guards fight aggressive creatures
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if (!actor1.getClass().isNpc() && actor2.getClass().isClass(actor2, "Guard"))
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{
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// if creature is hostile then it is necessarily to start combat
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if (creatureStats.isHostile()) aggressive = true;
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@ -218,24 +227,34 @@ namespace MWMechanics
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}
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}
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// start combat if we are in combat with any followers of this actor
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const std::list<MWWorld::Ptr>& followers = getActorsFollowing(actor2);
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for (std::list<MWWorld::Ptr>::const_iterator it = followers.begin(); it != followers.end(); ++it)
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{
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if (creatureStats.getAiSequence().isInCombat(*it))
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aggressive = true;
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}
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// start combat if we are in combat with someone this actor is following
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const CreatureStats& creatureStats2 = actor2.getClass().getCreatureStats(actor2);
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for (std::list<MWMechanics::AiPackage*>::const_iterator it = creatureStats2.getAiSequence().begin(); it != creatureStats2.getAiSequence().end(); ++it)
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{
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if ((*it)->getTypeId() == MWMechanics::AiPackage::TypeIdFollow &&
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creatureStats.getAiSequence().isInCombat(dynamic_cast<MWMechanics::AiFollow*>(*it)->getTarget()))
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aggressive = true;
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}
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if(aggressive)
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{
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const ESM::Position& actor1Pos = actor2.getRefData().getPosition();
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const ESM::Position& actor2Pos = actor2.getRefData().getPosition();
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float d = Ogre::Vector3(actor1Pos.pos).distance(Ogre::Vector3(actor2Pos.pos));
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if (againstPlayer || actor2.getClass().getCreatureStats(actor2).getAiSequence().canAddTarget(actor2Pos, d))
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bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor1, actor2);
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if (againstPlayer) LOS &= MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor2, actor1);
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if (LOS)
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{
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bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor1, actor2);
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if (againstPlayer) LOS &= MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor2, actor1);
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if (LOS)
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MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2);
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if (!againstPlayer) // start combat between each other
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{
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MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2);
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if (!againstPlayer) // start combat between each other
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{
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MWBase::Environment::get().getMechanicsManager()->startCombat(actor2, actor1);
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}
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MWBase::Environment::get().getMechanicsManager()->startCombat(actor2, actor1);
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}
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}
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}
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@ -964,19 +983,10 @@ namespace MWMechanics
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}
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}
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static Ogre::Vector3 sBasePoint;
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bool comparePtrDist (const MWWorld::Ptr& ptr1, const MWWorld::Ptr& ptr2)
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{
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return (sBasePoint.squaredDistance(Ogre::Vector3(ptr1.getRefData().getPosition().pos))
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< sBasePoint.squaredDistance(Ogre::Vector3(ptr2.getRefData().getPosition().pos)));
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}
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void Actors::update (float duration, bool paused)
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{
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if(!paused)
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{
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std::list<MWWorld::Ptr> listGuards; // at the moment only guards certainly will fight with creatures
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static float timerUpdateAITargets = 0;
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// target lists get updated once every 1.0 sec
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@ -989,16 +999,10 @@ namespace MWMechanics
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// Note, the new hit object for this frame may be set by CharacterController::update -> Animation::runAnimation
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// (below)
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iter->first.getClass().getCreatureStats(iter->first).setLastHitObject(std::string());
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// add guards to list to later make them fight with creatures
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if (timerUpdateAITargets == 0 && iter->first.getClass().isClass(iter->first, "Guard"))
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listGuards.push_back(iter->first);
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}
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MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr();
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listGuards.push_back(player);
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// AI and magic effects update
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for(PtrControllerMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter)
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{
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@ -1008,20 +1012,16 @@ namespace MWMechanics
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if (MWBase::Environment::get().getMechanicsManager()->isAIActive())
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{
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// make guards and creatures fight each other
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if (timerUpdateAITargets == 0 && iter->first.getTypeName() == typeid(ESM::Creature).name() && !listGuards.empty())
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if (timerUpdateAITargets == 0)
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{
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sBasePoint = Ogre::Vector3(iter->first.getRefData().getPosition().pos);
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listGuards.sort(comparePtrDist); // try to engage combat starting from the nearest guard
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for (std::list<MWWorld::Ptr>::iterator it = listGuards.begin(); it != listGuards.end(); ++it)
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for(PtrControllerMap::iterator it(mActors.begin()); it != mActors.end(); ++it)
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{
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engageCombat(iter->first, *it, *it == player);
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if (it->first == iter->first || iter->first == player) // player is not AI-controlled
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continue;
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engageCombat(iter->first, it->first, it->first == player);
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}
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}
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if (iter->first != player) engageCombat(iter->first, player, true);
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if (iter->first.getClass().isNpc() && iter->first != player)
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updateCrimePersuit(iter->first, duration);
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@ -174,6 +174,8 @@ namespace MWMechanics
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return true;
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
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if (target.isEmpty())
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return false;
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if(target.getClass().getCreatureStats(target).isDead())
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return true;
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@ -121,3 +121,8 @@ MWMechanics::AiFollow::AiFollow(const ESM::AiSequence::AiFollow *follow)
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{
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}
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MWWorld::Ptr MWMechanics::AiFollow::getTarget() const
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{
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return MWBase::Environment::get().getWorld()->searchPtr(mActorId, false);
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}
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@ -31,6 +31,8 @@ namespace MWMechanics
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AiFollow(const ESM::AiSequence::AiFollow* follow);
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MWWorld::Ptr getTarget() const;
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virtual AiFollow *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor,float duration);
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@ -72,6 +72,16 @@ bool AiSequence::getCombatTarget(MWWorld::Ptr &targetActor) const
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return true;
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}
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std::list<AiPackage*>::const_iterator AiSequence::begin() const
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{
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return mPackages.begin();
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}
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std::list<AiPackage*>::const_iterator AiSequence::end() const
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{
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return mPackages.end();
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}
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bool AiSequence::isInCombat() const
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{
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for(std::list<AiPackage*>::const_iterator it = mPackages.begin(); it != mPackages.end(); ++it)
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@ -50,6 +50,10 @@ namespace MWMechanics
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virtual ~AiSequence();
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/// Iterator may be invalidated by any function calls other than begin() or end().
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std::list<AiPackage*>::const_iterator begin() const;
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std::list<AiPackage*>::const_iterator end() const;
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/// Returns currently executing AiPackage type
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/** \see enum AiPackage::TypeId **/
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int getTypeId() const;
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@ -1171,6 +1171,8 @@ namespace MWMechanics
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void MechanicsManager::startCombat(const MWWorld::Ptr &ptr, const MWWorld::Ptr &target)
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{
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if (ptr.getClass().getCreatureStats(ptr).getAiSequence().isInCombat(target))
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return;
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ptr.getClass().getCreatureStats(ptr).getAiSequence().stack(MWMechanics::AiCombat(target), ptr);
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if (target == MWBase::Environment::get().getWorld()->getPlayerPtr())
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{
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@ -72,12 +72,6 @@ namespace MWWorld
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public:
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/// NPC-stances.
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enum Stance
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{
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Run, Sneak
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};
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virtual ~Class();
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const std::string& getTypeName() const {
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