示例#1
0
    bool AiCombat::execute (const MWWorld::Ptr& actor, CharacterController& characterController, 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;

        if (!storage.isFleeing())
        {
            if (storage.mCurrentAction.get()) // need to wait to init action with its attack range
            {
                //Update every frame. UpdateLOS uses a timer, so the LOS check does not happen every frame.
                updateLOS(actor, target, duration, storage);
                float targetReachedTolerance = 0.0f;
                if (storage.mLOS)
                    targetReachedTolerance = storage.mAttackRange;
                bool is_target_reached = pathTo(actor, target.getRefData().getPosition().pos, duration, targetReachedTolerance);
                if (is_target_reached) storage.mReadyToAttack = true;
            }

            storage.updateCombatMove(duration);
            if (storage.mReadyToAttack) updateActorsMovement(actor, duration, storage);
            storage.updateAttack(characterController);
        }
        else
        {
            updateFleeing(actor, target, duration, storage);
        }
        storage.mActionCooldown -= duration;

        float& timerReact = storage.mTimerReact;
        if (timerReact < AI_REACTION_TIME)
        {
            timerReact += duration;
        }
        else
        {
            timerReact = 0;
            if (attack(actor, target, storage, characterController))
                return true;
        }

        return false;
    }
示例#2
0
    /*
     * 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, CharacterController& characterController, 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;

        //Update every frame
        storage.updateCombatMove(duration);
        updateActorsMovement(actor, duration, storage.mMovement);
        storage.updateAttack(characterController);
        storage.mActionCooldown -= duration;
        
        float& timerReact = storage.mTimerReact;
        if(timerReact < REACTION_INTERVAL)
        {
            timerReact += duration;
            return false;
        }
        else
        {
            timerReact = 0;
            return reactionTimeActions(actor, characterController, storage, target);
        }
    }
示例#3
0
    void MWMechanics::AiCombat::updateFleeing(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, MWMechanics::AiCombatStorage& storage)
    {
        static const float BLIND_RUN_DURATION = 1.0f;

        updateLOS(actor, target, duration, storage);

        AiCombatStorage::FleeState& state = storage.mFleeState;
        switch (state)
        {
            case AiCombatStorage::FleeState_None:
                return;

            case AiCombatStorage::FleeState_Idle:
                {
                    float triggerDist = getMaxAttackDistance(target);

                    if (storage.mLOS &&
                            (triggerDist >= 1000 || getDistanceMinusHalfExtents(actor, target) <= triggerDist))
                    {
                        const ESM::Pathgrid* pathgrid =
                                MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*storage.mCell->getCell());

                        bool runFallback = true;

                        if (pathgrid && !actor.getClass().isPureWaterCreature(actor))
                        {
                            ESM::Pathgrid::PointList points;
                            CoordinateConverter coords(storage.mCell->getCell());

                            osg::Vec3f localPos = actor.getRefData().getPosition().asVec3();
                            coords.toLocal(localPos);

                            int closestPointIndex = PathFinder::GetClosestPoint(pathgrid, localPos);
                            for (int i = 0; i < static_cast<int>(pathgrid->mPoints.size()); i++)
                            {
                                if (i != closestPointIndex && getPathGridGraph(storage.mCell).isPointConnected(closestPointIndex, i))
                                {
                                    points.push_back(pathgrid->mPoints[static_cast<size_t>(i)]);
                                }
                            }

                            if (!points.empty())
                            {
                                ESM::Pathgrid::Point dest = points[Misc::Rng::rollDice(points.size())];
                                coords.toWorld(dest);

                                state = AiCombatStorage::FleeState_RunToDestination;
                                storage.mFleeDest = ESM::Pathgrid::Point(dest.mX, dest.mY, dest.mZ);

                                runFallback = false;
                            }
                        }

                        if (runFallback)
                        {
                            state = AiCombatStorage::FleeState_RunBlindly;
                            storage.mFleeBlindRunTimer = 0.0f;
                        }
                    }
                }
                break;

            case AiCombatStorage::FleeState_RunBlindly:
                {
                    // timer to prevent twitchy movement that can be observed in vanilla MW
                    if (storage.mFleeBlindRunTimer < BLIND_RUN_DURATION)
                    {
                        storage.mFleeBlindRunTimer += duration;

                        storage.mMovement.mRotation[2] = osg::PI + getZAngleToDir(target.getRefData().getPosition().asVec3()-actor.getRefData().getPosition().asVec3());
                        storage.mMovement.mPosition[1] = 1;
                        updateActorsMovement(actor, duration, storage);
                    }
                    else
                        state = AiCombatStorage::FleeState_Idle;
                }
                break;

            case AiCombatStorage::FleeState_RunToDestination:
                {
                    static const float fFleeDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fFleeDistance")->mValue.getFloat();

                    float dist = (actor.getRefData().getPosition().asVec3() - target.getRefData().getPosition().asVec3()).length();
                    if ((dist > fFleeDistance && !storage.mLOS)
                            || pathTo(actor, storage.mFleeDest, duration))
                    {
                        state = AiCombatStorage::FleeState_Idle;
                    }
                }
                break;
        };
    }