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CombatMove logic moved into AiCombatStorage.
Basically, copied from mrcheko's 1d4be08f6e4c2dbd89cc0c3408a8231ee4497277
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3046795a9c
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@ -110,6 +110,10 @@ namespace MWMechanics
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mForceNoShortcut(false),
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mForceNoShortcut(false),
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mLastActorPos(0,0,0),
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mLastActorPos(0,0,0),
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mMovement(){}
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mMovement(){}
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void startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack);
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void updateCombatMove(float duration);
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void stopCombatMove();
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};
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};
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AiCombat::AiCombat(const MWWorld::Ptr& actor) :
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AiCombat::AiCombat(const MWWorld::Ptr& actor) :
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@ -192,19 +196,8 @@ namespace MWMechanics
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//Update every frame
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//Update every frame
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bool& combatMove = storage.mCombatMove;
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storage.updateCombatMove(duration);
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float& timerCombatMove = storage.mTimerCombatMove;
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MWMechanics::Movement& movement = storage.mMovement;
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MWMechanics::Movement& movement = storage.mMovement;
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if(combatMove)
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{
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timerCombatMove -= duration;
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if( timerCombatMove <= 0)
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{
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timerCombatMove = 0;
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movement.mPosition[1] = movement.mPosition[0] = 0;
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combatMove = false;
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}
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}
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UpdateActorsMovement(actor, movement);
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UpdateActorsMovement(actor, movement);
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@ -454,31 +447,12 @@ namespace MWMechanics
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if (followTarget && distToTarget > rangeAttack)
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if (followTarget && distToTarget > rangeAttack)
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{
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{
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//Close-up combat: just run up on target
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//Close-up combat: just run up on target
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storage.stopCombatMove();
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movement.mPosition[1] = 1;
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movement.mPosition[1] = 1;
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}
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}
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else // (within attack dist)
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else // (within attack dist)
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{
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{
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if(movement.mPosition[0] || movement.mPosition[1])
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storage.startCombatMove(actorClass.isNpc(), distantCombat, distToTarget, rangeAttack);
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{
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storage.mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
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storage.mCombatMove = true;
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}
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// only NPCs are smart enough to use dodge movements
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else if(actorClass.isNpc() && (!distantCombat || (distantCombat && distToTarget < rangeAttack/2)))
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{
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//apply sideway movement (kind of dodging) with some probability
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if (Misc::Rng::rollClosedProbability() < 0.25)
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{
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movement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f;
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storage.mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
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storage.mCombatMove = true;
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}
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}
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if(distantCombat && distToTarget < rangeAttack/4)
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{
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movement.mPosition[1] = -1;
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}
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readyToAttack = true;
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readyToAttack = true;
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//only once got in melee combat, actor is allowed to use close-up shortcutting
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//only once got in melee combat, actor is allowed to use close-up shortcutting
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@ -551,15 +525,14 @@ namespace MWMechanics
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}
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}
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}
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}
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movement.mPosition[1] = 1;
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if (readyToAttack)
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if (readyToAttack)
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{
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{
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// to stop possible sideway moving after target moved out of attack range
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// to stop possible sideway moving after target moved out of attack range
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storage.mCombatMove = true;
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storage.stopCombatMove();
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storage.mTimerCombatMove = 0;
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}
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readyToAttack = false;
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readyToAttack = false;
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}
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}
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movement.mPosition[1] = 1;
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}
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return false;
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return false;
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}
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}
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@ -663,6 +636,50 @@ namespace MWMechanics
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package.mPackage = combat.release();
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package.mPackage = combat.release();
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sequence.mPackages.push_back(package);
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sequence.mPackages.push_back(package);
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}
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}
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void AiCombatStorage::startCombatMove(bool isNpc, bool isDistantCombat, float distToTarget, float rangeAttack)
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{
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if (mMovement.mPosition[0] || mMovement.mPosition[1])
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{
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mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
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mCombatMove = true;
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}
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// only NPCs are smart enough to use dodge movements
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else if (isNpc && (!isDistantCombat || (distToTarget < rangeAttack / 2)))
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{
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//apply sideway movement (kind of dodging) with some probability
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if (Misc::Rng::rollClosedProbability() < 0.25)
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{
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mMovement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f;
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mTimerCombatMove = 0.05f + 0.15f * Misc::Rng::rollClosedProbability();
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mCombatMove = true;
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}
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}
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if (isDistantCombat && distToTarget < rangeAttack / 4)
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{
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mMovement.mPosition[1] = -1;
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}
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}
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void AiCombatStorage::updateCombatMove(float duration)
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{
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if (mCombatMove)
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{
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mTimerCombatMove -= duration;
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if (mTimerCombatMove <= 0)
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{
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stopCombatMove();
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}
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}
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}
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void AiCombatStorage::stopCombatMove()
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{
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mTimerCombatMove = 0;
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mMovement.mPosition[1] = mMovement.mPosition[0] = 0;
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mCombatMove = false;
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}
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}
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}
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