bool AiCombat::execute (const MWWorld::Ptr& actor,float duration) { //General description if(!actor.getClass().getCreatureStats(actor).isHostile() || actor.getClass().getCreatureStats(actor).getHealth().getCurrent() <= 0) return true; if(mTarget.getClass().getCreatureStats(mTarget).isDead()) return true; //Update every frame if(mCombatMove) { mTimerCombatMove -= duration; if( mTimerCombatMove <= 0) { mTimerCombatMove = 0; mMovement.mPosition[1] = mMovement.mPosition[0] = 0; mCombatMove = false; } } actor.getClass().getMovementSettings(actor) = mMovement; if (mRotate) { if (zTurn(actor, Ogre::Degree(mTargetAngle))) mRotate = false; } mTimerAttack -= duration; actor.getClass().getCreatureStats(actor).setAttackingOrSpell(mStrike); float tReaction = 0.25f; if(mTimerReact < tReaction) { mTimerReact += duration; return false; } //Update with period = tReaction mTimerReact = 0; //actual attacking logic //TODO: Some skills affect period of strikes.For berserk-like style period ~ 0.25f float attackPeriod = 1.0f; if(mReadyToAttack) { if(mTimerAttack <= -attackPeriod) { //TODO: should depend on time between 'start' to 'min attack' //for better controlling of NPCs' attack strength. //Also it seems that this time is different for slash/thrust/chop mTimerAttack = 0.35f * static_cast<float>(rand())/RAND_MAX; mStrike = true; //say a provoking combat phrase if (actor.getClass().isNpc()) { const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore(); int chance = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->getInt(); int roll = std::rand()/ (static_cast<double> (RAND_MAX) + 1) * 100; // [0, 99] if (roll < chance) { MWBase::Environment::get().getDialogueManager()->say(actor, "attack"); } } } else if (mTimerAttack <= 0) mStrike = false; } else { mTimerAttack = -attackPeriod; mStrike = false; } const MWWorld::Class &cls = actor.getClass(); const ESM::Weapon *weapon = NULL; MWMechanics::WeaponType weaptype; float weapRange, weapSpeed = 1.0f; actor.getClass().getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true); if (actor.getClass().hasInventoryStore(actor)) { MWMechanics::DrawState_ state = actor.getClass().getCreatureStats(actor).getDrawState(); if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing) actor.getClass().getCreatureStats(actor).setDrawState(MWMechanics::DrawState_Weapon); //Get weapon speed and range MWWorld::ContainerStoreIterator weaponSlot = MWMechanics::getActiveWeapon(cls.getCreatureStats(actor), cls.getInventoryStore(actor), &weaptype); if (weaptype == WeapType_HandToHand) { const MWWorld::Store<ESM::GameSetting> &gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>(); weapRange = gmst.find("fHandToHandReach")->getFloat(); } else { weapon = weaponSlot->get<ESM::Weapon>()->mBase; weapRange = weapon->mData.mReach; weapSpeed = weapon->mData.mSpeed; } weapRange *= 100.0f; } else //is creature { weaptype = WeapType_HandToHand; //doesn't matter, should only reflect if it is melee or distant weapon weapRange = 150; //TODO: use true attack range (the same problem in Creature::hit) } ESM::Position pos = actor.getRefData().getPosition(); float rangeMelee; float rangeCloseUp; bool distantCombat = false; if (weaptype==WeapType_BowAndArrow || weaptype==WeapType_Crossbow || weaptype==WeapType_Thrown) { rangeMelee = 1000; // TODO: should depend on archer skill rangeCloseUp = 0; //doesn't needed when attacking from distance distantCombat = true; } else { rangeMelee = weapRange; rangeCloseUp = 300; } Ogre::Vector3 vStart(pos.pos[0], pos.pos[1], pos.pos[2]); ESM::Position targetPos = mTarget.getRefData().getPosition(); Ogre::Vector3 vDest(targetPos.pos[0], targetPos.pos[1], targetPos.pos[2]); Ogre::Vector3 vDir = vDest - vStart; float distBetween = vDir.length(); if(distBetween < rangeMelee || (distBetween <= rangeCloseUp && mFollowTarget) ) { //Melee and Close-up combat vDir.z = 0; float dirLen = vDir.length(); mTargetAngle = Ogre::Radian( Ogre::Math::ACos(vDir.y / dirLen) * sgn(Ogre::Math::ASin(vDir.x / dirLen)) ).valueDegrees(); mRotate = true; //bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor, mTarget); if (mFollowTarget && distBetween > rangeMelee) { //Close-up combat: just run up on target mMovement.mPosition[1] = 1; } else { //Melee: stop running and attack mMovement.mPosition[1] = 0; // When attacking with a weapon, choose between slash, thrust or chop if (actor.getClass().hasInventoryStore(actor)) 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))) { //apply sideway movement (kind of dodging) with some probability if(static_cast<float>(rand())/RAND_MAX < 0.25) { mMovement.mPosition[0] = static_cast<float>(rand())/RAND_MAX < 0.5? 1: -1; mTimerCombatMove = 0.05f + 0.15f * static_cast<float>(rand())/RAND_MAX; mCombatMove = true; } } if(distantCombat && distBetween < rangeMelee/4) { mMovement.mPosition[1] = -1; } mReadyToAttack = true; //only once got in melee combat, actor is allowed to use close-up shortcutting mFollowTarget = true; } } else { //target is at far distance: build path to target OR follow target (if previously actor had reached it once) mFollowTarget = false; buildNewPath(actor); //may fail to build a path, check before use //delete visited path node mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]); //if no new path leave mTargetAngle unchanged if(!mPathFinder.getPath().empty()) { //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.mPosition[1] = 1; mReadyToAttack = false; } if(distBetween > rangeMelee) { //special run attack; it shouldn't affect melee combat tactics if(actor.getClass().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 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 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 if (t + s2/speed1 <= t_swing) { mReadyToAttack = true; if(mTimerAttack <= -attackPeriod) { mTimerAttack = 0.3f*static_cast<float>(rand())/RAND_MAX; mStrike = true; } } } } actor.getClass().getMovementSettings(actor) = mMovement; return false; }
LTBOOL CAIGoalAttackRangedDynamic::SelectAttackMove() { uint32 dwExcludeVolumes = AIVolume::kVolumeType_Ladder | AIVolume::kVolumeType_Stairs | AIVolume::kVolumeType_JumpOver | AIVolume::kVolumeType_JumpUp | AIVolume::kVolumeType_AmbientLife | AIVolume::kVolumeType_Teleport; LTVector vPos = m_pAI->GetPosition(); // Randomly select an attack move. uint32 iMove = GetRandom( 0, kNumAttackMoves - 1 ); uint32 iFirstTry = iMove; EnumAnimProp eMove = kAP_None; LTVector vDest( 0.f, 0.f, 0.f); LTBOOL bTriedBackup = LTFALSE; // Search for a valid move, starting from a random index. while( 1 ) { // Check if move is valid. switch( m_eAttackMoves[iMove] ) { // Step right. case kAP_ShuffleRight: vDest = vPos + ( m_pAI->GetTorsoRight() * ( m_pAI->GetBrain()->GetDodgeVectorShuffleDist() + m_pAI->GetRadius() ) ); eMove = kAP_ShuffleRight; break; // Step left. case kAP_ShuffleLeft: vDest = vPos - ( m_pAI->GetTorsoRight() * ( m_pAI->GetBrain()->GetDodgeVectorShuffleDist() + m_pAI->GetRadius() ) ); eMove = kAP_ShuffleLeft; break; // BackUp. case kAP_BackUp: if( m_pAI->GetBrain()->AttacksWhileMoving() ) { vDest = vPos - ( m_pAI->GetTorsoForward() * ( m_pAI->GetBrain()->GetAIData( kAIData_DynMoveBackupDist ) + m_pAI->GetRadius() ) ); eMove = kAP_BackUp; } break; // Flank left. case kAP_FlankLeft: if( m_pAI->GetBrain()->AttacksWhileMoving() ) { vDest = m_pAI->GetTarget()->GetVisiblePosition() - ( m_pAI->GetTorsoRight() * m_pAI->GetBrain()->GetAIData( kAIData_DynMoveFlankWidthDist ) ); vDest += m_pAI->GetTorsoForward() * m_pAI->GetBrain()->GetAIData( kAIData_DynMoveFlankPassDist ); eMove = kAP_FlankLeft; } break; // Flank right. case kAP_FlankRight: if( m_pAI->GetBrain()->AttacksWhileMoving() ) { vDest = m_pAI->GetTarget()->GetVisiblePosition() + ( m_pAI->GetTorsoRight() * m_pAI->GetBrain()->GetAIData( kAIData_DynMoveFlankWidthDist ) ); vDest += m_pAI->GetTorsoForward() * m_pAI->GetBrain()->GetAIData( kAIData_DynMoveFlankPassDist ); eMove = kAP_FlankRight; } break; // Unexpected. default: AIASSERT( 0, m_pAI->m_hObject, "CAIGoalAttackRangedDynamic::SelectAttackMove: Unexpected attack move." ); return LTFALSE; } // Do an attack move if the destination is in range, and there is a clear path. if( ( eMove != kAP_None ) && ( ( eMove != kAP_BackUp ) || ( !bTriedBackup ) ) && ( g_pAIVolumeMgr->StraightPathExists( m_pAI, vPos, vDest, m_pAI->GetVerticalThreshold(), dwExcludeVolumes, m_pAI->GetLastVolume() ) ) && ( !g_pCharacterMgr->RayIntersectAI( vPos, vDest, m_pAI, LTNULL, LTNULL ) ) ) { m_pAI->SetState( kState_HumanAttackMove ); CAIHumanStateAttackMove* pAttackMoveState = (CAIHumanStateAttackMove*)m_pAI->GetState(); pAttackMoveState->SetAttackMove( eMove ); pAttackMoveState->SetAttackMoveDest( vDest ); m_pGoalMgr->LockGoal( this ); return LTTRUE; } if( eMove == kAP_BackUp ) { bTriedBackup = LTTRUE; } // Try another move. iMove = ( iMove + 1 ) % kNumAttackMoves; eMove = kAP_None; // All moves were tested, and no move was found. if( iMove == iFirstTry ) { return LTFALSE; } } // Should never get here. AIASSERT( 0, m_pAI->m_hObject, "CAIGoalAttackRangedDynamic::SelectAttackMove: Should never get here." ); return LTFALSE; }