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Merge branch 'healplz' into 'master'
Tweak AI rating to reduce healing spam Closes #4207 See merge request OpenMW/openmw!2553
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commit
33d0774637
@ -5,6 +5,7 @@
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Bug #3842: Body part skeletons override the main skeleton
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Bug #4127: Weapon animation looks choppy
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Bug #4204: Dead slaughterfish doesn't float to water surface after loading saved game
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Bug #4207: RestoreHealth/Fatigue spells have a huge priority even if a success chance is near 0
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Bug #4382: Sound output device does not change when it should
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Bug #4610: Casting a Bound Weapon spell cancels the casting animation by equipping the weapon prematurely
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Bug #4754: Stack of ammunition cannot be equipped partially
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@ -17,6 +17,7 @@
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#include "combat.hpp"
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#include "npcstats.hpp"
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#include "spellpriority.hpp"
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#include "spellutil.hpp"
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#include "weaponpriority.hpp"
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#include "weapontype.hpp"
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@ -181,23 +182,25 @@ namespace MWMechanics
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for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
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{
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float rating = ratePotion(*it, actor);
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if (rating > bestActionRating)
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if (it->getType() == ESM::Potion::sRecordId)
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{
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bestActionRating = rating;
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bestAction = std::make_unique<ActionPotion>(*it);
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antiFleeRating = std::numeric_limits<float>::max();
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float rating = ratePotion(*it, actor);
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if (rating > bestActionRating)
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{
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bestActionRating = rating;
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bestAction = std::make_unique<ActionPotion>(*it);
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antiFleeRating = std::numeric_limits<float>::max();
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}
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}
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}
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for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
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{
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float rating = rateMagicItem(*it, actor, enemy);
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if (rating > bestActionRating)
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else if (!it->getClass().getEnchantment(*it).empty())
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{
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bestActionRating = rating;
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bestAction = std::make_unique<ActionEnchantedItem>(it);
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antiFleeRating = std::numeric_limits<float>::max();
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float rating = rateMagicItem(*it, actor, enemy);
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if (rating > bestActionRating)
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{
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bestActionRating = rating;
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bestAction = std::make_unique<ActionEnchantedItem>(it);
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antiFleeRating = std::numeric_limits<float>::max();
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}
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}
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}
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@ -14,7 +14,7 @@ namespace MWMechanics
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virtual ~Action() {}
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virtual void prepare(const MWWorld::Ptr& actor) = 0;
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virtual float getCombatRange(bool& isRanged) const = 0;
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virtual float getActionCooldown() { return 0.f; }
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virtual float getActionCooldown() const { return 0.f; }
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virtual const ESM::Weapon* getWeapon() const { return nullptr; }
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virtual bool isAttackingOrSpell() const { return true; }
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virtual bool isFleeing() const { return false; }
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@ -26,7 +26,7 @@ namespace MWMechanics
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ActionFlee() {}
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void prepare(const MWWorld::Ptr& actor) override {}
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float getCombatRange(bool& isRanged) const override { return 0.0f; }
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float getActionCooldown() override { return 3.0f; }
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float getActionCooldown() const override { return 3.0f; }
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bool isAttackingOrSpell() const override { return false; }
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bool isFleeing() const override { return true; }
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};
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@ -58,7 +58,7 @@ namespace MWMechanics
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float getCombatRange(bool& isRanged) const override;
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/// Since this action has no animation, apply a small cool down for using it
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float getActionCooldown() override { return 0.75f; }
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float getActionCooldown() const override { return 0.75f; }
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};
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class ActionPotion : public Action
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@ -75,7 +75,7 @@ namespace MWMechanics
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bool isAttackingOrSpell() const override { return false; }
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/// Since this action has no animation, apply a small cool down for using it
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float getActionCooldown() override { return 0.75f; }
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float getActionCooldown() const override { return 0.75f; }
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};
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class ActionWeapon : public Action
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@ -1,6 +1,8 @@
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#include "spellpriority.hpp"
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#include "weaponpriority.hpp"
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#include <cmath>
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#include <components/esm3/loadench.hpp>
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#include <components/esm3/loadmgef.hpp>
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#include <components/esm3/loadrace.hpp>
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@ -86,6 +88,21 @@ namespace
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return spell.getCasterActorId() == actorId && spell.getId() == id;
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}) != active.end();
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}
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float getRestoreMagickaPriority(const MWWorld::Ptr& actor)
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{
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const MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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const MWMechanics::DynamicStat<float>& current = stats.getMagicka();
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for (const ESM::Spell* spell : stats.getSpells())
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{
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if (spell->mData.mType != ESM::Spell::ST_Spell)
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continue;
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int cost = MWMechanics::calcSpellCost(*spell);
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if (cost > current.getCurrent() && cost < current.getModified())
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return 2.f;
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}
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return 0.f;
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}
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}
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namespace MWMechanics
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@ -114,9 +131,9 @@ namespace MWMechanics
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return rateEffects(potion->mEffects, actor, MWWorld::Ptr());
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}
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float rateSpell(const ESM::Spell* spell, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
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float rateSpell(const ESM::Spell* spell, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, bool checkMagicka)
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{
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float successChance = MWMechanics::getSpellSuccessChance(spell, actor);
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float successChance = MWMechanics::getSpellSuccessChance(spell, actor, nullptr, true, checkMagicka);
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if (successChance == 0.f)
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return 0.f;
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@ -136,7 +153,7 @@ namespace MWMechanics
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int types = getRangeTypes(spell->mEffects);
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if ((types & Self) && isSpellActive(actor, actor, spell->mId))
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return 0.f;
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if (((types & Touch) || (types & Target)) && isSpellActive(actor, enemy, spell->mId))
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if (((types & Touch) || (types & Target)) && !enemy.isEmpty() && isSpellActive(actor, enemy, spell->mId))
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return 0.f;
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return rateEffects(spell->mEffects, actor, enemy) * (successChance / 100.f);
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@ -405,30 +422,44 @@ namespace MWMechanics
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return 0.f;
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break;
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case ESM::MagicEffect::AbsorbMagicka:
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if (!enemy.isEmpty() && enemy.getClass().getCreatureStats(enemy).getMagicka().getCurrent() <= 0.f)
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{
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rating = 0.5f;
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rating *= getRestoreMagickaPriority(actor);
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}
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break;
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case ESM::MagicEffect::RestoreHealth:
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case ESM::MagicEffect::RestoreMagicka:
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case ESM::MagicEffect::RestoreFatigue:
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if (effect.mRange == ESM::RT_Self)
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{
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int priority = 1;
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if (effect.mEffectID == ESM::MagicEffect::RestoreHealth)
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priority = 10;
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const MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor);
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const DynamicStat<float>& current
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= stats.getDynamic(effect.mEffectID - ESM::MagicEffect::RestoreHealth);
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// NB: this currently assumes the hardcoded magic effect flags are used
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const float magnitude = (effect.mMagnMin + effect.mMagnMax) / 2.f;
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const float toHeal = magnitude * std::max(1, effect.mDuration);
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// Effect doesn't heal more than we need, *or* we are below 1/2 health
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if (current.getModified() - current.getCurrent() > toHeal
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|| current.getCurrent() < current.getModified() * 0.5)
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const float damage = current.getModified() - current.getCurrent();
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float priority = 0.f;
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if (effect.mEffectID == ESM::MagicEffect::RestoreHealth)
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priority = 4.f;
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else if (effect.mEffectID == ESM::MagicEffect::RestoreMagicka)
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priority = std::max(0.1f, getRestoreMagickaPriority(actor));
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else if (effect.mEffectID == ESM::MagicEffect::RestoreFatigue)
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priority = 2.f;
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float overheal = 0.f;
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float heal = toHeal;
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if (damage < toHeal && current.getCurrent() > current.getModified() * 0.5)
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{
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return 10000.f * priority
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- (toHeal
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- (current.getModified() - current.getCurrent())); // prefer the most fitting potion
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overheal = toHeal - damage;
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heal = damage;
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}
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else
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return -10000.f * priority; // Save for later
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priority = (std::pow(priority + heal / current.getModified(), damage * 4.f / current.getModified())
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- priority - overheal / current.getModified())
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/ priority;
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rating = priority;
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}
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break;
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@ -25,7 +25,8 @@ namespace MWMechanics
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int getRangeTypes(const ESM::EffectList& effects);
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float rateSpell(const ESM::Spell* spell, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
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float rateSpell(
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const ESM::Spell* spell, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, bool checkMagicka = true);
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float rateMagicItem(const MWWorld::Ptr& ptr, const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy);
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float ratePotion(const MWWorld::Ptr& item, const MWWorld::Ptr& actor);
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