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) characterController.setAIAttackType(chooseBestAttack(weapon)); mStrength = Misc::Rng::rollClosedProbability(); const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); float baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayCreature")->mValue.getFloat(); if (actor.getClass().isNpc()) { baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayNPC")->mValue.getFloat(); //say a provoking combat phrase int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->mValue.getInteger(); 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 -= AI_REACTION_TIME; } }
void AiCombatStorage::updateAttack(CharacterController& characterController) { if (mAttack && (characterController.getAttackStrength() >= mStrength || characterController.readyToPrepareAttack())) { mAttack = false; } characterController.setAttackingOrSpell(mAttack); }
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; }