Stop combat between AI when canFight is false

0.6.3
Allofich 8 years ago
parent e8c7ad2f4b
commit e10c4d8814

@ -19,6 +19,7 @@
#include "aicombataction.hpp"
#include "combat.hpp"
#include "coordinateconverter.hpp"
#include "actorutil.hpp"
namespace
{
@ -210,13 +211,14 @@ namespace MWMechanics
else
{
timerReact = 0;
attack(actor, target, storage, characterController);
if (attack(actor, target, storage, characterController))
return true;
}
return false;
}
void AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController)
bool AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController)
{
const MWWorld::CellStore*& currentCell = storage.mCell;
bool cellChange = currentCell && (actor.getCell() != currentCell);
@ -231,7 +233,10 @@ namespace MWMechanics
storage.stopAttack();
characterController.setAttackingOrSpell(false);
storage.mActionCooldown = 0.f;
forceFlee = true;
if (target == MWMechanics::getPlayer())
forceFlee = true;
else
return true;
}
const MWWorld::Class& actorClass = actor.getClass();
@ -243,7 +248,7 @@ namespace MWMechanics
if (!forceFlee)
{
if (actionCooldown > 0)
return;
return false;
if (characterController.readyToPrepareAttack())
{
@ -258,7 +263,7 @@ namespace MWMechanics
}
if (!currentAction)
return;
return false;
if (storage.isFleeing() != currentAction->isFleeing())
{
@ -266,7 +271,7 @@ namespace MWMechanics
{
storage.startFleeing();
MWBase::Environment::get().getDialogueManager()->say(actor, "flee");
return;
return false;
}
else
storage.stopFleeing();
@ -311,6 +316,7 @@ namespace MWMechanics
storage.mMovement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated
}
}
return false;
}
void MWMechanics::AiCombat::updateLOS(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, MWMechanics::AiCombatStorage& storage)

@ -59,7 +59,8 @@ namespace MWMechanics
int mTargetActorId;
void attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController);
/// Returns true if combat should end
bool attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController);
void updateLOS(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, AiCombatStorage& storage);

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