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Merge pull request #1336 from akortunov/evadefix
Combat AI: avoid enemy hits when casting Self-ranged spells
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commit
2c7ce26fb7
@ -45,20 +45,18 @@ int getRangeTypes (const ESM::EffectList& effects)
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float suggestCombatRange(int rangeTypes)
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float suggestCombatRange(int rangeTypes)
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{
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{
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static const float fCombatDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
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static float fHandToHandReach = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->getFloat();
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// This distance is a possible distance of melee attack
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static float distance = fCombatDistance * std::max(2.f, fHandToHandReach);
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if (rangeTypes & Touch)
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if (rangeTypes & Touch)
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{
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{
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static const float fCombatDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatDistance")->getFloat();
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return fCombatDistance;
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return fCombatDistance;
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}
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}
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else if (rangeTypes & Target)
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{
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return distance * 4;
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return 1000.f;
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}
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else
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{
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// For Self spells, distance doesn't matter, so back away slightly to avoid enemy hits
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return 600.f;
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}
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}
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}
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int numEffectsToDispel (const MWWorld::Ptr& actor, int effectFilter=-1, bool negative = true)
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int numEffectsToDispel (const MWWorld::Ptr& actor, int effectFilter=-1, bool negative = true)
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@ -640,7 +638,7 @@ namespace MWMechanics
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const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(mSpellId);
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const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(mSpellId);
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int types = getRangeTypes(spell->mEffects);
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int types = getRangeTypes(spell->mEffects);
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isRanged = (types & Target);
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isRanged = (types & Target) | (types & Self);
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return suggestCombatRange(types);
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return suggestCombatRange(types);
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}
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}
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@ -660,7 +658,8 @@ namespace MWMechanics
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float ActionPotion::getCombatRange(bool& isRanged) const
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float ActionPotion::getCombatRange(bool& isRanged) const
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{
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{
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// distance doesn't matter, so back away slightly to avoid enemy hits
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// Distance doesn't matter since this action has no animation
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// If we want to back away slightly to avoid enemy hits, we should set isRanged to "true"
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return 600.f;
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return 600.f;
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}
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}
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