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Merge branch 'stats_gave_me_a_headache' into 'master'
Make Set- and ModStat behave as they should Closes #2036 See merge request OpenMW/openmw!1410
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commit
01ac96e900
@ -3,6 +3,7 @@
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Bug #1751: Birthsign abilities increase modified attribute values instead of base ones
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Bug #1751: Birthsign abilities increase modified attribute values instead of base ones
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Bug #1930: Followers are still fighting if a target stops combat with a leader
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Bug #1930: Followers are still fighting if a target stops combat with a leader
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Bug #2036: SetStat and ModStat instructions aren't implemented the same way as in Morrowind
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Bug #3246: ESSImporter: Most NPCs are dead on save load
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Bug #3246: ESSImporter: Most NPCs are dead on save load
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Bug #3488: AI combat aiming is too slow
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Bug #3488: AI combat aiming is too slow
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Bug #3514: Editing a reference's position after loading an esp file makes the reference disappear
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Bug #3514: Editing a reference's position after loading an esp file makes the reference disappear
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@ -246,14 +246,25 @@ namespace MWMechanics
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return mModifier;
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return mModifier;
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}
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}
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void AttributeValue::setBase(float base)
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void AttributeValue::setBase(float base, bool clearModifier)
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{
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{
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mBase = base;
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mBase = base;
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if(clearModifier)
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{
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mModifier = 0.f;
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mDamage = 0.f;
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}
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}
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}
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void AttributeValue::setModifier(float mod)
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void AttributeValue::setModifier(float mod)
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{
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{
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mModifier = mod;
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if(mod < 0)
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{
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mModifier = 0.f;
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mDamage -= mod;
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}
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else
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mModifier = mod;
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}
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}
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void AttributeValue::damage(float damage)
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void AttributeValue::damage(float damage)
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@ -133,13 +133,14 @@ namespace MWMechanics
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float getBase() const;
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float getBase() const;
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float getModifier() const;
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float getModifier() const;
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void setBase(float base);
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void setBase(float base, bool clearModifier = false);
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void setModifier(float mod);
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void setModifier(float mod);
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// Maximum attribute damage is limited to the modified value.
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// Maximum attribute damage is limited to the modified value.
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// Note: I think MW applies damage directly to mModified, since you can also
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// Note: MW applies damage directly to mModified, however it does track how much
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// "restore" drained attributes. We need to rewrite the magic effect system to support this.
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// a damaged attribute that has been fortified beyond its base can be restored.
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// Getting rid of mDamage would require calculating its value by ignoring active effects when restoring
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void damage(float damage);
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void damage(float damage);
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void restore(float amount);
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void restore(float amount);
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@ -40,6 +40,22 @@ namespace
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return factionId;
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return factionId;
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}
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}
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void modStat(MWMechanics::AttributeValue& stat, float amount)
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{
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float base = stat.getBase();
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float modifier = stat.getModifier() - stat.getDamage();
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float modified = base + modifier;
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if(modified <= 0.f && amount < 0.f)
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amount = 0.f;
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else if(amount < 0.f && modified + amount < 0.f)
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amount = -modified;
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else if((modifier <= 0.f || base >= 100.f) && amount > 0.f)
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amount = std::clamp(100.f - modified, 0.f, amount);
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stat.setBase(std::min(base + amount, 100.f), true);
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modifier += base - stat.getBase() + amount;
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stat.setModifier(modifier);
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}
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}
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}
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namespace MWScript
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namespace MWScript
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@ -122,7 +138,7 @@ namespace MWScript
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runtime.pop();
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runtime.pop();
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MWMechanics::AttributeValue attribute = ptr.getClass().getCreatureStats(ptr).getAttribute(mIndex);
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MWMechanics::AttributeValue attribute = ptr.getClass().getCreatureStats(ptr).getAttribute(mIndex);
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attribute.setBase (value);
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attribute.setBase(value, true);
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ptr.getClass().getCreatureStats(ptr).setAttribute(mIndex, attribute);
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ptr.getClass().getCreatureStats(ptr).setAttribute(mIndex, attribute);
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}
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}
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};
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};
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@ -146,19 +162,7 @@ namespace MWScript
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MWMechanics::AttributeValue attribute = ptr.getClass()
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MWMechanics::AttributeValue attribute = ptr.getClass()
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.getCreatureStats(ptr)
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.getCreatureStats(ptr)
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.getAttribute(mIndex);
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.getAttribute(mIndex);
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modStat(attribute, value);
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if (value == 0)
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return;
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if (((attribute.getBase() <= 0) && (value < 0))
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|| ((attribute.getBase() >= 100) && (value > 0)))
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return;
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if (value < 0)
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attribute.setBase(std::max(0.f, attribute.getBase() + value));
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else
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attribute.setBase(std::min(100.f, attribute.getBase() + value));
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ptr.getClass().getCreatureStats(ptr).setAttribute(mIndex, attribute);
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ptr.getClass().getCreatureStats(ptr).setAttribute(mIndex, attribute);
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}
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}
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};
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};
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@ -372,7 +376,7 @@ namespace MWScript
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MWMechanics::NpcStats& stats = ptr.getClass().getNpcStats (ptr);
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MWMechanics::NpcStats& stats = ptr.getClass().getNpcStats (ptr);
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stats.getSkill (mIndex).setBase (value);
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stats.getSkill(mIndex).setBase(value, true);
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}
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}
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};
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};
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@ -395,18 +399,7 @@ namespace MWScript
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MWMechanics::SkillValue &skill = ptr.getClass()
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MWMechanics::SkillValue &skill = ptr.getClass()
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.getNpcStats(ptr)
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.getNpcStats(ptr)
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.getSkill(mIndex);
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.getSkill(mIndex);
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modStat(skill, value);
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if (value == 0)
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return;
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if (((skill.getBase() <= 0.f) && (value < 0.f))
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|| ((skill.getBase() >= 100.f) && (value > 0.f)))
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return;
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if (value < 0)
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skill.setBase(std::max(0.f, skill.getBase() + value));
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else
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skill.setBase(std::min(100.f, skill.getBase() + value));
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}
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}
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};
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};
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