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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-02-04 03:40:14 +00:00

extracted function reactionTimeActions().

This commit is contained in:
dteviot 2015-07-26 17:32:29 +12:00
parent c7aacaee70
commit 04aee1fe20
2 changed files with 34 additions and 25 deletions

View File

@ -45,6 +45,7 @@ namespace
return -std::asin(dir.z() / len);
}
const float REACTION_INTERVAL = 0.25f;
const float PATHFIND_Z_REACH = 50.0f;
// distance at which actor pays more attention to decide whether to shortcut or stick to pathgrid
@ -181,15 +182,11 @@ namespace MWMechanics
// get or create temporary storage
AiCombatStorage& storage = state.get<AiCombatStorage>();
const MWWorld::Class& actorClass = actor.getClass();
//General description
if (actorClass.getCreatureStats(actor).isDead())
if (actor.getClass().getCreatureStats(actor).isDead())
return true;
MWBase::World* world = MWBase::Environment::get().getWorld();
MWWorld::Ptr target = world->searchPtrViaActorId(mTargetActorId);
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
if (target.isEmpty())
return false;
@ -217,8 +214,6 @@ namespace MWMechanics
UpdateActorsMovement(actor, movement);
bool& attack = storage.mAttack;
bool& readyToAttack = storage.mReadyToAttack;
if (attack && (characterController.getAttackStrength() >= storage.mStrength || characterController.readyToPrepareAttack()))
attack = false;
@ -228,14 +223,22 @@ namespace MWMechanics
actionCooldown -= duration;
float& timerReact = storage.mTimerReact;
float tReaction = 0.25f;
if(timerReact < tReaction)
if(timerReact < REACTION_INTERVAL)
{
timerReact += duration;
return false;
}
else
{
timerReact = 0;
return reactionTimeActions(actor, characterController, storage, target);
}
}
//Update with period = tReaction
bool AiCombat::reactionTimeActions(const MWWorld::Ptr& actor, CharacterController& characterController,
AiCombatStorage& storage, MWWorld::Ptr target)
{
MWMechanics::Movement& movement = storage.mMovement;
// Stop attacking if target is not seen
if (target.getClass().getCreatureStats(target).getMagicEffects().get(ESM::MagicEffect::Invisibility).getMagnitude() > 0
@ -245,7 +248,6 @@ namespace MWMechanics
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)
@ -253,8 +255,10 @@ namespace MWMechanics
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;
@ -276,6 +280,7 @@ namespace MWMechanics
float weapRange = 1.0f;
// Get weapon characteristics
MWBase::World* world = MWBase::Environment::get().getWorld();
if (actorClass.hasInventoryStore(actor))
{
//Get weapon speed and range
@ -326,13 +331,14 @@ namespace MWMechanics
float& strength = storage.mStrength;
bool& readyToAttack = storage.mReadyToAttack;
// start new attack
if(readyToAttack && characterController.readyToStartAttack())
{
if (storage.mAttackCooldown <= 0)
{
attack = true; // attack starts just now
characterController.setAttackingOrSpell(attack);
storage.mAttack = true; // attack starts just now
characterController.setAttackingOrSpell(true);
if (!distantCombat)
chooseBestAttack(weapon, movement);
@ -356,7 +362,7 @@ namespace MWMechanics
storage.mAttackCooldown = std::min(baseDelay + 0.01 * Misc::Rng::roll0to99(), baseDelay + 0.9);
}
else
storage.mAttackCooldown -= tReaction;
storage.mAttackCooldown -= REACTION_INTERVAL;
}
@ -400,7 +406,7 @@ namespace MWMechanics
bool isStuck = false;
float speed = 0.0f;
if(movement.mPosition[1] && (lastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * tReaction / 2)
if(movement.mPosition[1] && (lastActorPos - vActorPos).length() < (speed = actorClass.getSpeed(actor)) * REACTION_INTERVAL / 2)
isStuck = true;
lastActorPos = vActorPos;
@ -437,7 +443,7 @@ namespace MWMechanics
if (distantCombat)
{
osg::Vec3f& lastTargetPos = storage.mLastTargetPos;
osg::Vec3f vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, tReaction, weaptype, strength);
osg::Vec3f vAimDir = AimDirToMovingTarget(actor, target, lastTargetPos, REACTION_INTERVAL, weaptype, strength);
lastTargetPos = vTargetPos;
movement.mRotation[0] = getXAngleToDir(vAimDir);
movement.mRotation[2] = getZAngleToDir(vAimDir);
@ -458,8 +464,8 @@ namespace MWMechanics
{
if(movement.mPosition[0] || movement.mPosition[1])
{
timerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
combatMove = true;
storage.mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
storage.mCombatMove = true;
}
// only NPCs are smart enough to use dodge movements
else if(actorClass.isNpc() && (!distantCombat || (distantCombat && distToTarget < rangeAttack/2)))
@ -468,8 +474,8 @@ namespace MWMechanics
if (Misc::Rng::rollClosedProbability() < 0.25)
{
movement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f;
timerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
combatMove = true;
storage.mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
storage.mCombatMove = true;
}
}
@ -497,7 +503,7 @@ namespace MWMechanics
{
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_RADIANS * 2; // *2 - for reliability
float maxAvoidDist = REACTION_INTERVAL * speed + speed / MAX_VEL_ANGULAR_RADIANS * 2; // *2 - for reliability
preferShortcut = checkWayIsClear(vActorPos, vTargetPos, osg::Vec3f(vDirToTarget.x(), vDirToTarget.y(), 0).length() > maxAvoidDist*1.5? maxAvoidDist : maxAvoidDist/2);
}
@ -558,8 +564,8 @@ namespace MWMechanics
if (readyToAttack)
{
// to stop possible sideway moving after target moved out of attack range
combatMove = true;
timerCombatMove = 0;
storage.mCombatMove = true;
storage.mTimerCombatMove = 0;
}
readyToAttack = false;
}

View File

@ -26,6 +26,8 @@ namespace MWMechanics
{
class Action;
struct AiCombatStorage;
/// \brief Causes the actor to fight another actor
class AiCombat : public AiPackage
{
@ -58,8 +60,9 @@ namespace MWMechanics
int mTargetActorId;
void buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target);
bool reactionTimeActions(const MWWorld::Ptr& actor, CharacterController& characterController,
AiCombatStorage& storage, MWWorld::Ptr target);
/// Transfer desired movement (from AiCombatStorage) to Actor
void UpdateActorsMovement(const MWWorld::Ptr& actor, MWMechanics::Movement& movement);