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); if(!currentCell || cellChange) { currentCell = actor.getCell(); } bool forceFlee = false; if (!canFight(actor, target)) { storage.stopAttack(); characterController.setAttackingOrSpell(false); storage.mActionCooldown = 0.f; // Continue combat if target is player or player follower/escorter and an attack has been attempted const std::list<MWWorld::Ptr>& playerFollowersAndEscorters = MWBase::Environment::get().getMechanicsManager()->getActorsSidingWith(MWMechanics::getPlayer()); bool targetSidesWithPlayer = (std::find(playerFollowersAndEscorters.begin(), playerFollowersAndEscorters.end(), target) != playerFollowersAndEscorters.end()); if ((target == MWMechanics::getPlayer() || targetSidesWithPlayer) && ((actor.getClass().getCreatureStats(actor).getHitAttemptActorId() == target.getClass().getCreatureStats(target).getActorId()) || (target.getClass().getCreatureStats(target).getHitAttemptActorId() == actor.getClass().getCreatureStats(actor).getActorId()))) forceFlee = true; else // Otherwise end combat return true; } const MWWorld::Class& actorClass = actor.getClass(); actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); float& actionCooldown = storage.mActionCooldown; std::shared_ptr<Action>& currentAction = storage.mCurrentAction; if (!forceFlee) { if (actionCooldown > 0) return false; if (characterController.readyToPrepareAttack()) { currentAction = prepareNextAction(actor, target); actionCooldown = currentAction->getActionCooldown(); } } else { currentAction.reset(new ActionFlee()); actionCooldown = currentAction->getActionCooldown(); } if (!currentAction) return false; if (storage.isFleeing() != currentAction->isFleeing()) { if (currentAction->isFleeing()) { storage.startFleeing(); MWBase::Environment::get().getDialogueManager()->say(actor, "flee"); return false; } else storage.stopFleeing(); } bool isRangedCombat = false; float &rangeAttack = storage.mAttackRange; rangeAttack = currentAction->getCombatRange(isRangedCombat); // Get weapon characteristics const ESM::Weapon* weapon = currentAction->getWeapon(); ESM::Position pos = actor.getRefData().getPosition(); osg::Vec3f vActorPos(pos.asVec3()); osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3()); osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target); float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target); storage.mReadyToAttack = (currentAction->isAttackingOrSpell() && distToTarget <= rangeAttack && storage.mLOS); if (storage.mReadyToAttack) { storage.startCombatMove(isRangedCombat, distToTarget, rangeAttack, actor, target); // start new attack storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat); if (isRangedCombat) { // rotate actor taking into account target movement direction and projectile speed osg::Vec3f& lastTargetPos = storage.mLastTargetPos; vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, AI_REACTION_TIME, (weapon ? weapon->mData.mType : 0), storage.mStrength); lastTargetPos = vTargetPos; storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir); storage.mMovement.mRotation[2] = getZAngleToDir(vAimDir); } else { storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir); storage.mMovement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated } } return false; }
/* * Current AiCombat movement states (as of 0.29.0), ignoring the details of the * attack states such as CombatMove, Strike and ReadyToAttack: * * +----(within strike range)----->attack--(beyond strike range)-->follow * | | ^ | | * | | | | | * pursue<---(beyond follow range)-----+ +----(within strike range)---+ | * ^ | * | | * +-------------------------(beyond follow range)--------------------+ * * * Below diagram is high level only, the code detail is a little different * (but including those detail will just complicate the diagram w/o adding much) * * +----------(same)-------------->attack---------(same)---------->follow * | |^^ ||| * | ||| ||| * | +--(same)-----------------+|+----------(same)------------+|| * | | | || * | | | (in range) || * | <---+ (too far) | || * pursue<-------------------------[door open]<-----+ || * ^^^ | || * ||| | || * ||+----------evade-----+ | || * || | [closed door] | || * |+----> maybe stuck, check --------------> back up, check door || * | ^ | ^ | ^ || * | | | | | | || * | | +---+ +---+ || * | +-------------------------------------------------------+| * | | * +---------------------------(same)---------------------------------+ * * FIXME: * * The new scheme is way too complicated, should really be implemented as a * proper state machine. * * TODO: * * Use the Observer Pattern to co-ordinate attacks, provide intelligence on * whether the target was hit, etc. */ bool AiCombat::execute (const MWWorld::Ptr& actor, AiState& state, float duration) { // get or create temporary storage AiCombatStorage& storage = state.get<AiCombatStorage>(); //General description if(actor.getClass().getCreatureStats(actor).isDead()) return true; MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); if (target.isEmpty()) return false; if(!target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered // with the MechanicsManager || target.getClass().getCreatureStats(target).isDead()) return true; const MWWorld::Class& actorClass = actor.getClass(); MWBase::World* world = MWBase::Environment::get().getWorld(); //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; } } actorClass.getMovementSettings(actor) = movement; actorClass.getMovementSettings(actor).mRotation[0] = 0; actorClass.getMovementSettings(actor).mRotation[2] = 0; if(movement.mRotation[2] != 0) { if(zTurn(actor, Ogre::Degree(movement.mRotation[2]))) movement.mRotation[2] = 0; } if(movement.mRotation[0] != 0) { if(smoothTurn(actor, Ogre::Degree(movement.mRotation[0]), 0)) movement.mRotation[0] = 0; } //TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f float attacksPeriod = 1.0f; ESM::Weapon::AttackType attackType; bool& attack = storage.mAttack; bool& readyToAttack = storage.mReadyToAttack; float& timerAttack = storage.mTimerAttack; bool& minMaxAttackDurationInitialised = storage.mMinMaxAttackDurationInitialised; float (&minMaxAttackDuration)[3][2] = storage.mMinMaxAttackDuration; if(readyToAttack) { if (!minMaxAttackDurationInitialised) { // TODO: this must be updated when a different weapon is equipped getMinMaxAttackDuration(actor, minMaxAttackDuration); minMaxAttackDurationInitialised = true; } if (timerAttack < 0) attack = false; timerAttack -= duration; } else { timerAttack = -attacksPeriod; attack = false; } actorClass.getCreatureStats(actor).setAttackingOrSpell(attack); float& actionCooldown = storage.mActionCooldown; actionCooldown -= duration; float& timerReact = storage.mTimerReact; float tReaction = 0.25f; if(timerReact < tReaction) { timerReact += duration; return false; } //Update with period = tReaction // 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) { movement.mPosition[1] = movement.mPosition[0] = 0; return false; // TODO: run away instead of doing nothing } timerReact = 0; const MWWorld::CellStore*& currentCell = storage.mCell; bool cellChange = currentCell && (actor.getCell() != currentCell); if(!currentCell || cellChange) { currentCell = actor.getCell(); } MWRender::Animation* anim = MWBase::Environment::get().getWorld()->getAnimation(actor); if (!anim) // shouldn't happen return false; actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); if (actionCooldown > 0) return false; float rangeAttack = 0; float rangeFollow = 0; boost::shared_ptr<Action>& currentAction = storage.mCurrentAction; if (anim->upperBodyReady()) { currentAction = prepareNextAction(actor, target); actionCooldown = currentAction->getActionCooldown(); } if (currentAction.get()) currentAction->getCombatRange(rangeAttack, rangeFollow); // FIXME: consider moving this stuff to ActionWeapon::getCombatRange const ESM::Weapon *weapon = NULL; MWMechanics::WeaponType weaptype = WeapType_None; float weapRange = 1.0f; // Get weapon characteristics if (actorClass.hasInventoryStore(actor)) { // TODO: Check equipped weapon and equip a different one if we can't attack with it // (e.g. no ammunition, or wrong type of ammunition equipped, etc. autoEquip is not very smart in this regard)) //Get weapon speed and range MWWorld::ContainerStoreIterator weaponSlot = MWMechanics::getActiveWeapon(actorClass.getCreatureStats(actor), actorClass.getInventoryStore(actor), &weaptype); if (weaptype == WeapType_HandToHand) { static float fHandToHandReach = world->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat(); weapRange = fHandToHandReach; } else if (weaptype != WeapType_PickProbe && weaptype != WeapType_Spell && weaptype != WeapType_None) { // All other WeapTypes are actually weapons, so get<ESM::Weapon> is safe. weapon = weaponSlot->get<ESM::Weapon>()->mBase; weapRange = weapon->mData.mReach; } weapRange *= 100.0f; } else //is creature { weaptype = actorClass.getCreatureStats(actor).getDrawState() == DrawState_Spell ? WeapType_Spell : WeapType_HandToHand; weapRange = 150.0f; //TODO: use true attack range (the same problem in Creature::hit) } bool distantCombat = false; if (weaptype != WeapType_Spell) { // TODO: move to ActionWeapon if (weaptype == WeapType_BowAndArrow || weaptype == WeapType_Crossbow || weaptype == WeapType_Thrown) { rangeAttack = 1000; rangeFollow = 0; // not needed in ranged combat distantCombat = true; } else { rangeAttack = weapRange; rangeFollow = 300; } } else { distantCombat = (rangeAttack > 500); weapRange = 150.f; } float& strength = storage.mStrength; // start new attack if(readyToAttack) { if(timerAttack <= -attacksPeriod) { attack = true; // attack starts just now if (!distantCombat) attackType = chooseBestAttack(weapon, movement); else attackType = ESM::Weapon::AT_Chop; // cause it's =0 strength = OEngine::Misc::Rng::rollClosedProbability(); // Note: may be 0 for some animations timerAttack = minMaxAttackDuration[attackType][0] + (minMaxAttackDuration[attackType][1] - minMaxAttackDuration[attackType][0]) * strength; //say a provoking combat phrase if (actor.getClass().isNpc()) { const MWWorld::ESMStore &store = world->getStore(); int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt(); if (OEngine::Misc::Rng::roll0to99() < chance) { MWBase::Environment::get().getDialogueManager()->say(actor, "attack"); } } } } /* * Some notes on meanings of variables: * * rangeAttack: * * - Distance where attack using the actor's weapon is possible: * longer for ranged weapons (obviously?) vs. melee weapons * - Determined by weapon's reach parameter; hardcoded value * for ranged weapon and for creatures * - Once within this distance mFollowTarget is triggered * * rangeFollow: * * - Applies to melee weapons or hand to hand only (or creatures without * weapons) * - Distance a little further away than the actor's weapon reach * i.e. rangeFollow > rangeAttack for melee weapons * - Hardcoded value (0 for ranged weapons) * - Once the target gets beyond this distance mFollowTarget is cleared * and a path to the target needs to be found * * mFollowTarget: * * - Once triggered, the actor follows the target with LOS shortcut * (the shortcut really only applies to cells where pathgrids are * available, since the default path without pathgrids is direct to * target even if LOS is not achieved) */ ESM::Position pos = actor.getRefData().getPosition(); Ogre::Vector3 vActorPos(pos.pos); Ogre::Vector3 vTargetPos(target.getRefData().getPosition().pos); Ogre::Vector3 vDirToTarget = vTargetPos - vActorPos; float distToTarget = vDirToTarget.length(); Ogre::Vector3& lastActorPos = storage.mLastActorPos; bool& followTarget = storage.mFollowTarget; bool isStuck = false; float speed = 0.0f; if(movement.mPosition[1] && (lastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * tReaction / 2) isStuck = true; lastActorPos = vActorPos; // check if actor can move along z-axis 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; actorClass.getCreatureStats(actor).setAttackingOrSpell(false); return false; } // (within attack dist) || (not quite attack dist while following) if(inLOS && (distToTarget < rangeAttack || (distToTarget <= rangeFollow && followTarget && !isStuck))) { //Melee and Close-up combat // getXAngleToDir determines vertical angle to target: // if actor can move along z-axis it will control movement dir // if can't - it will control correct aiming. // note: in getZAngleToDir if we preserve dir.z then horizontal angle can be inaccurate if (distantCombat) { Ogre::Vector3& lastTargetPos = storage.mLastTargetPos; Ogre::Vector3 vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, tReaction, weaptype, strength); lastTargetPos = vTargetPos; movement.mRotation[0] = getXAngleToDir(vAimDir); movement.mRotation[2] = getZAngleToDir(vAimDir); } else { movement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget); movement.mRotation[2] = getZAngleToDir(vDirToTarget); } // (not quite attack dist while following) if (followTarget && distToTarget > rangeAttack) { //Close-up combat: just run up on target movement.mPosition[1] = 1; } else // (within attack dist) { if(movement.mPosition[0] || movement.mPosition[1]) { timerCombatMove = 0.1f + 0.1f * OEngine::Misc::Rng::rollClosedProbability(); combatMove = 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 (OEngine::Misc::Rng::rollClosedProbability() < 0.25) { movement.mPosition[0] = OEngine::Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f; timerCombatMove = 0.05f + 0.15f * OEngine::Misc::Rng::rollClosedProbability(); combatMove = true; } } if(distantCombat && distToTarget < rangeAttack/4) { movement.mPosition[1] = -1; } readyToAttack = true; //only once got in melee combat, actor is allowed to use close-up shortcutting followTarget = true; } } else // remote pathfinding { bool preferShortcut = false; if (!distantCombat) inLOS = world->getLOS(actor, target); // check if shortcut is available bool& forceNoShortcut = storage.mForceNoShortcut; ESM::Position& shortcutFailPos = storage.mShortcutFailPos; if(inLOS && (!isStuck || readyToAttack) && (!forceNoShortcut || (Ogre::Vector3(shortcutFailPos.pos) - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST)) { if(speed == 0.0f) speed = actorClass.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, Ogre::Vector3(vDirToTarget.x, vDirToTarget.y, 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2); } // don't use pathgrid when actor can move in 3 dimensions if(canMoveByZ) preferShortcut = true; if(preferShortcut) { if (canMoveByZ) movement.mRotation[0] = getXAngleToDir(vDirToTarget, distToTarget); movement.mRotation[2] = getZAngleToDir(vDirToTarget); forceNoShortcut = false; shortcutFailPos.pos[0] = shortcutFailPos.pos[1] = shortcutFailPos.pos[2] = 0; mPathFinder.clearPath(); } else // if shortcut failed stick to path grid { if(!isStuck && shortcutFailPos.pos[0] == 0.0f && shortcutFailPos.pos[1] == 0.0f && shortcutFailPos.pos[2] == 0.0f) { forceNoShortcut = true; shortcutFailPos = pos; } followTarget = false; buildNewPath(actor, target); //may fail to build a path, check before use //delete visited path node mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1]); // 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(PathFinder::MakeOgreVector3(*pntIter)); // 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()) { movement.mRotation[2] = getZAngleToDir(vDirToTarget); preferShortcut = true; } } // if there is no new path, then go straight on target if(!preferShortcut) { if(!mPathFinder.getPath().empty()) movement.mRotation[2] = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]); else movement.mRotation[2] = getZAngleToDir(vDirToTarget); } } movement.mPosition[1] = 1; if (readyToAttack) { // to stop possible sideway moving after target moved out of attack range combatMove = true; timerCombatMove = 0; } readyToAttack = false; } if(!isStuck && distToTarget > rangeAttack && !distantCombat) { //special run attack; it shouldn't affect melee combat tactics if(actorClass.getMovementSettings(actor).mPosition[1] == 1) { /* check if actor can overcome the distance = distToTarget - attackerWeapRange less than in time of swinging with weapon (t_swing), then start attacking */ float speed1 = actorClass.getSpeed(actor); float speed2 = target.getClass().getSpeed(target); if(target.getClass().getMovementSettings(target).mPosition[0] == 0 && target.getClass().getMovementSettings(target).mPosition[1] == 0) speed2 = 0; float s1 = distToTarget - weapRange; float t = s1/speed1; float s2 = speed2 * t; float t_swing = minMaxAttackDuration[ESM::Weapon::AT_Thrust][0] + (minMaxAttackDuration[ESM::Weapon::AT_Thrust][1] - minMaxAttackDuration[ESM::Weapon::AT_Thrust][0]) * OEngine::Misc::Rng::rollClosedProbability(); if (t + s2/speed1 <= t_swing) { readyToAttack = true; if(timerAttack <= -attacksPeriod) { timerAttack = t_swing; attack = true; } } } } // NOTE: This section gets updated every tReaction, which is currently hard // coded at 250ms or 1/4 second // // TODO: Add a parameter to vary DURATION_SAME_SPOT? if((distToTarget > rangeAttack || followTarget) && mObstacleCheck.check(actor, tReaction)) // check if evasive action needed { // probably walking into another NPC TODO: untested in combat situation // TODO: diagonal should have same animation as walk forward // but doesn't seem to do that? actor.getClass().getMovementSettings(actor).mPosition[0] = 1; actor.getClass().getMovementSettings(actor).mPosition[1] = 0.1f; // change the angle a bit, too if(mPathFinder.isPathConstructed()) zTurn(actor, Ogre::Degree(mPathFinder.getZAngleToNext(pos.pos[0] + 1, pos.pos[1]))); if(followTarget) followTarget = false; // FIXME: can fool actors to stay behind doors, etc. // Related to Bug#1102 and to some degree #1155 as well } return false; }
void VsSimulationWindow::SetCameraPositionAndLookAt(CStdFPoint oCameraPos, CStdFPoint oTarget) { osg::Vec3d vCameraPos(oCameraPos.x, oCameraPos.y, oCameraPos.z); osg::Vec3d vTargetPos(oTarget.x, oTarget.y, oTarget.z); SetCameraPositionAndLookAt(vCameraPos, vTargetPos); }
void CClientFXMgr::OnSpecialEffectNotify(HOBJECT hObject, ILTMessage_Read *pMsg) { uint32 dwServerID = 0; char sName[256]; uint32 dwFxFlags; LTVector vPos; LTRotation rRot; uint8 nId; bool bUseTargetData; HOBJECT hTargetObj = LTNULL; LTVector vTargetPos(0.0f, 0.0f, 0.0f); bool bStartInst = true; // Read in the type of client fx nId = pMsg->Readuint8(); switch( nId ) { case SFX_CLIENTFXGROUP : { if( !hObject ) return; // Retrieve the ID of the object pMsg->ReadString(sName, sizeof(sName)); dwFxFlags = pMsg->Readuint32(); bUseTargetData = !!(pMsg->Readuint8()); if( bUseTargetData ) { hTargetObj = pMsg->ReadObject(); vTargetPos = pMsg->ReadCompPos(); } m_pClientDE->GetObjectPos(hObject, &vPos); m_pClientDE->GetObjectRotation(hObject, &rRot); uint32 nUserFlags; m_pClientDE->Common()->GetObjectFlags(hObject, OFT_User, nUserFlags); if(hObject && !(nUserFlags & USRFLG_SFX_ON)) { bStartInst = false; } } break; case SFX_CLIENTFXGROUPINSTANT : { // Retrieve the ID of the object pMsg->ReadString(sName, sizeof(sName)); dwFxFlags = pMsg->Readuint32(); vPos = pMsg->ReadCompPos(); rRot = pMsg->ReadCompLTRotation(); hObject = pMsg->ReadObject(); bUseTargetData = !!(pMsg->Readuint8()); if( bUseTargetData ) { hTargetObj = pMsg->ReadObject(); vTargetPos = pMsg->ReadCompPos(); } } break; default: return; } // If we got here we don't yet have this special FX so we have to start it running CLIENTFX_CREATESTRUCT fxcs(sName, dwFxFlags, vPos, rRot); fxcs.m_hParent = hObject; fxcs.m_bUseTargetData = bUseTargetData; fxcs.m_hTarget = hTargetObj; fxcs.m_vTargetPos = vTargetPos; CLIENTFX_INSTANCE *pNewInst = CreateClientFX(fxcs, bStartInst); if (!pNewInst) return; }
bool AiCombat::reactionTimeActions(const MWWorld::Ptr& actor, CharacterController& characterController, AiCombatStorage& storage, MWWorld::Ptr target) { MWMechanics::Movement& movement = storage.mMovement; if (isTargetMagicallyHidden(target)) { storage.stopAttack(); return false; // TODO: run away instead of doing nothing } const MWWorld::CellStore*& currentCell = storage.mCell; bool cellChange = currentCell && (actor.getCell() != currentCell); if(!currentCell || cellChange) { currentCell = actor.getCell(); } const MWWorld::Class& actorClass = actor.getClass(); actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); float& actionCooldown = storage.mActionCooldown; if (actionCooldown > 0) return false; float rangeAttack = 0; float rangeFollow = 0; boost::shared_ptr<Action>& currentAction = storage.mCurrentAction; if (characterController.readyToPrepareAttack()) { currentAction = prepareNextAction(actor, target); actionCooldown = currentAction->getActionCooldown(); } if (currentAction.get()) currentAction->getCombatRange(rangeAttack, rangeFollow); // FIXME: consider moving this stuff to ActionWeapon::getCombatRange const ESM::Weapon *weapon = NULL; MWMechanics::WeaponType weaptype = WeapType_None; float weapRange = 1.0f; // Get weapon characteristics MWBase::World* world = MWBase::Environment::get().getWorld(); if (actorClass.hasInventoryStore(actor)) { //Get weapon range MWWorld::ContainerStoreIterator weaponSlot = MWMechanics::getActiveWeapon(actorClass.getCreatureStats(actor), actorClass.getInventoryStore(actor), &weaptype); if (weaptype == WeapType_HandToHand) { static float fHandToHandReach = world->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat(); weapRange = fHandToHandReach; } else if (weaptype != WeapType_PickProbe && weaptype != WeapType_Spell && weaptype != WeapType_None) { // All other WeapTypes are actually weapons, so get<ESM::Weapon> is safe. weapon = weaponSlot->get<ESM::Weapon>()->mBase; weapRange = weapon->mData.mReach; } weapRange *= 100.0f; } else //is creature { weaptype = actorClass.getCreatureStats(actor).getDrawState() == DrawState_Spell ? WeapType_Spell : WeapType_HandToHand; weapRange = 150.0f; //TODO: use true attack range (the same problem in Creature::hit) } bool distantCombat = false; if (weaptype != WeapType_Spell) { // TODO: move to ActionWeapon if (weaptype == WeapType_BowAndArrow || weaptype == WeapType_Crossbow || weaptype == WeapType_Thrown) { rangeAttack = 1000; rangeFollow = 0; // not needed in ranged combat distantCombat = true; } else { rangeAttack = weapRange; rangeFollow = 300; } } else { distantCombat = (rangeAttack > 500); } bool& readyToAttack = storage.mReadyToAttack; // start new attack storage.startAttackIfReady(actor, characterController, weapon, distantCombat); /* * Some notes on meanings of variables: * * rangeAttack: * * - Distance where attack using the actor's weapon is possible: * longer for ranged weapons (obviously?) vs. melee weapons * - Determined by weapon's reach parameter; hardcoded value * for ranged weapon and for creatures * - Once within this distance mFollowTarget is triggered * * rangeFollow: * * - Applies to melee weapons or hand to hand only (or creatures without * weapons) * - Distance a little further away than the actor's weapon reach * i.e. rangeFollow > rangeAttack for melee weapons * - Hardcoded value (0 for ranged weapons) * - Once the target gets beyond this distance mFollowTarget is cleared * and a path to the target needs to be found * * mFollowTarget: * * - Once triggered, the actor follows the target with LOS shortcut * (the shortcut really only applies to cells where pathgrids are * available, since the default path without pathgrids is direct to * target even if LOS is not achieved) */ ESM::Position pos = actor.getRefData().getPosition(); osg::Vec3f vActorPos(pos.asVec3()); osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3()); osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target); float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target); osg::Vec3f& lastActorPos = storage.mLastActorPos; bool& followTarget = storage.mFollowTarget; bool isStuck = false; float speed = 0.0f; if(movement.mPosition[1] && (lastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * REACTION_INTERVAL / 2) isStuck = true; lastActorPos = vActorPos; // check if actor can move along z-axis bool canMoveByZ = (actorClass.canSwim(actor) && world->isSwimming(actor)) || world->isFlying(actor); // 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? 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))) { mPathFinder.clearPath(); //Melee and Close-up combat // getXAngleToDir determines vertical angle to target: // if actor can move along z-axis it will control movement dir // if can't - it will control correct aiming. // note: in getZAngleToDir if we preserve dir.z then horizontal angle can be inaccurate if (distantCombat) { osg::Vec3f& lastTargetPos = storage.mLastTargetPos; vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, REACTION_INTERVAL, weaptype, storage.mStrength); lastTargetPos = vTargetPos; movement.mRotation[0] = getXAngleToDir(vAimDir); movement.mRotation[2] = getZAngleToDir(vAimDir); } else { movement.mRotation[0] = getXAngleToDir(vAimDir); movement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated } // (not quite attack dist while following) if (followTarget && distToTarget > rangeAttack) { //Close-up combat: just run up on target storage.stopCombatMove(); movement.mPosition[1] = 1; } else // (within attack dist) { storage.startCombatMove(actorClass.isNpc(), distantCombat, distToTarget, rangeAttack); readyToAttack = true; //only once got in melee combat, actor is allowed to use close-up shortcutting followTarget = true; } } else // remote pathfinding { bool preferShortcut = false; if (!distantCombat) inLOS = world->getLOS(actor, target); // check if shortcut is available bool& forceNoShortcut = storage.mForceNoShortcut; ESM::Position& shortcutFailPos = storage.mShortcutFailPos; if(inLOS && (!isStuck || readyToAttack) && (!forceNoShortcut || (shortcutFailPos.asVec3() - vActorPos).length() >= PATHFIND_SHORTCUT_RETRY_DIST)) { if(speed == 0.0f) speed = actorClass.getSpeed(actor); // maximum dist before pit/obstacle for actor to avoid them depending on his speed float maxAvoidDist = REACTION_INTERVAL * speed + speed / MAX_VEL_ANGULAR_RADIANS * 2; // *2 - for reliability preferShortcut = checkWayIsClear(vActorPos, vTargetPos, osg::Vec3f(vAimDir.x(), vAimDir.y(), 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2); } // don't use pathgrid when actor can move in 3 dimensions if (canMoveByZ) { preferShortcut = true; movement.mRotation[0] = getXAngleToDir(vAimDir); } if(preferShortcut) { movement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); forceNoShortcut = false; shortcutFailPos.pos[0] = shortcutFailPos.pos[1] = shortcutFailPos.pos[2] = 0; mPathFinder.clearPath(); } else // if shortcut failed stick to path grid { if(!isStuck && shortcutFailPos.pos[0] == 0.0f && shortcutFailPos.pos[1] == 0.0f && shortcutFailPos.pos[2] == 0.0f) { forceNoShortcut = true; shortcutFailPos = pos; } followTarget = false; buildNewPath(actor, target); // should always return a path (even if it's just go straight on target.) assert(mPathFinder.isPathConstructed()); } if (readyToAttack) { // to stop possible sideway moving after target moved out of attack range storage.stopCombatMove(); readyToAttack = false; } movement.mPosition[1] = 1; } return false; }
void AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController) { if (isTargetMagicallyHidden(target)) { storage.stopAttack(); return; // TODO: run away instead of doing nothing } const MWWorld::CellStore*& currentCell = storage.mCell; bool cellChange = currentCell && (actor.getCell() != currentCell); if(!currentCell || cellChange) { currentCell = actor.getCell(); } const MWWorld::Class& actorClass = actor.getClass(); actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); float& actionCooldown = storage.mActionCooldown; if (actionCooldown > 0) return; float &rangeAttack = storage.mAttackRange; boost::shared_ptr<Action>& currentAction = storage.mCurrentAction; if (characterController.readyToPrepareAttack()) { currentAction = prepareNextAction(actor, target); actionCooldown = currentAction->getActionCooldown(); } const ESM::Weapon *weapon = NULL; bool isRangedCombat = false; if (currentAction.get()) { rangeAttack = currentAction->getCombatRange(isRangedCombat); // Get weapon characteristics weapon = currentAction->getWeapon(); } ESM::Position pos = actor.getRefData().getPosition(); osg::Vec3f vActorPos(pos.asVec3()); osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3()); osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target); float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target); storage.mReadyToAttack = (distToTarget <= rangeAttack); // 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? storage.stopAttack(); return; } if (storage.mReadyToAttack) { storage.startCombatMove(actorClass.isNpc(), isRangedCombat, distToTarget, rangeAttack); // start new attack storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat); if (isRangedCombat) { // rotate actor taking into account target movement direction and projectile speed osg::Vec3f& lastTargetPos = storage.mLastTargetPos; vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, AI_REACTION_TIME, (weapon ? weapon->mData.mType : 0), storage.mStrength); lastTargetPos = vTargetPos; storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir); storage.mMovement.mRotation[2] = getZAngleToDir(vAimDir); } else { storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir); storage.mMovement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated } } }