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Merge branch 'master' into 'master'
An ability to specify attack type in controls.use value See merge request OpenMW/openmw!4187
This commit is contained in:
commit
ef0bb02def
@ -82,7 +82,7 @@ message(STATUS "Configuring OpenMW...")
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set(OPENMW_VERSION_MAJOR 0)
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set(OPENMW_VERSION_MINOR 49)
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set(OPENMW_VERSION_RELEASE 0)
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set(OPENMW_LUA_API_REVISION 62)
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set(OPENMW_LUA_API_REVISION 63)
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set(OPENMW_POSTPROCESSING_API_REVISION 1)
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set(OPENMW_VERSION_COMMITHASH "")
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@ -1,6 +1,7 @@
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#include "localscripts.hpp"
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#include <components/esm3/loadcell.hpp>
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#include <components/esm3/loadweap.hpp>
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#include <components/misc/strings/lower.hpp>
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#include "../mwbase/environment.hpp"
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@ -13,6 +14,7 @@
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#include "../mwmechanics/aisequence.hpp"
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#include "../mwmechanics/aitravel.hpp"
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#include "../mwmechanics/aiwander.hpp"
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#include "../mwmechanics/attacktype.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/ptr.hpp"
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@ -63,6 +65,11 @@ namespace MWLua
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selfAPI["controls"] = sol::readonly_property([](SelfObject& self) { return &self.mControls; });
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selfAPI["isActive"] = [](SelfObject& self) { return &self.mIsActive; };
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selfAPI["enableAI"] = [](SelfObject& self, bool v) { self.mControls.mDisableAI = !v; };
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selfAPI["ATTACK_TYPE"]
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= LuaUtil::makeStrictReadOnly(context.mLua->tableFromPairs<std::string_view, MWMechanics::AttackType>(
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{ { "NoAttack", MWMechanics::AttackType::NoAttack }, { "Any", MWMechanics::AttackType::Any },
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{ "Chop", MWMechanics::AttackType::Chop }, { "Slash", MWMechanics::AttackType::Slash },
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{ "Thrust", MWMechanics::AttackType::Thrust } }));
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using AiPackage = MWMechanics::AiPackage;
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sol::usertype<AiPackage> aiPackage = context.mLua->sol().new_usertype<AiPackage>("AiPackage");
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@ -47,6 +47,7 @@
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#include "aifollow.hpp"
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#include "aipursue.hpp"
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#include "aiwander.hpp"
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#include "attacktype.hpp"
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#include "character.hpp"
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#include "creaturestats.hpp"
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#include "movement.hpp"
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@ -239,6 +240,23 @@ namespace MWMechanics
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namespace
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{
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std::string_view attackTypeName(AttackType attackType)
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{
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switch (attackType)
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{
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case AttackType::NoAttack:
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case AttackType::Any:
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return {};
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case AttackType::Chop:
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return "chop";
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case AttackType::Slash:
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return "slash";
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case AttackType::Thrust:
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return "thrust";
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}
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throw std::logic_error("Invalid attack type value: " + std::to_string(static_cast<int>(attackType)));
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}
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float getTimeToDestination(const AiPackage& package, const osg::Vec3f& position, float speed, float duration,
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const osg::Vec3f& halfExtents)
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{
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@ -363,7 +381,11 @@ namespace MWMechanics
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mov.mSpeedFactor = osg::Vec2(controls.mMovement, controls.mSideMovement).length();
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stats.setMovementFlag(MWMechanics::CreatureStats::Flag_Run, controls.mRun);
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stats.setMovementFlag(MWMechanics::CreatureStats::Flag_Sneak, controls.mSneak);
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stats.setAttackingOrSpell((controls.mUse & 1) == 1);
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AttackType attackType = static_cast<AttackType>(controls.mUse);
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stats.setAttackingOrSpell(attackType != AttackType::NoAttack);
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stats.setAttackType(attackTypeName(attackType));
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controls.mChanged = false;
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}
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// For the player we don't need to copy these values to Lua because mwinput doesn't change them.
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16
apps/openmw/mwmechanics/attacktype.hpp
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16
apps/openmw/mwmechanics/attacktype.hpp
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@ -0,0 +1,16 @@
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#ifndef OPENMW_MWMECHANICS_ATTACKTYPE_H
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#define OPENMW_MWMECHANICS_ATTACKTYPE_H
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namespace MWMechanics
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{
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enum class AttackType
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{
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NoAttack,
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Any,
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Chop,
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Slash,
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Thrust
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};
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}
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#endif
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@ -1674,7 +1674,12 @@ namespace MWMechanics
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}
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}
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else if (aiInactive)
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mAttackType = getRandomAttackType();
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{
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mAttackType = getDesiredAttackType();
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if (mAttackType == "")
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mAttackType = getRandomAttackType();
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}
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// else if (mPtr != getPlayer()) use mAttackType set by AiCombat
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startKey = mAttackType + ' ' + startKey;
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stopKey = mAttackType + " max attack";
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@ -3003,6 +3008,11 @@ namespace MWMechanics
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return mPtr.getClass().getCreatureStats(mPtr).getAttackingOrSpell();
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}
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std::string_view CharacterController::getDesiredAttackType() const
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{
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return mPtr.getClass().getCreatureStats(mPtr).getAttackType();
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}
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void CharacterController::setActive(int active) const
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{
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mAnimation->setActive(active);
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@ -247,6 +247,8 @@ namespace MWMechanics
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bool getAttackingOrSpell() const;
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void setAttackingOrSpell(bool attackingOrSpell) const;
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std::string_view getDesiredAttackType() const;
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void prepareHit();
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public:
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@ -97,6 +97,7 @@ namespace MWMechanics
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protected:
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int mLevel;
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bool mAttackingOrSpell;
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std::string mAttackType;
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public:
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CreatureStats();
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@ -130,6 +131,7 @@ namespace MWMechanics
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const MagicEffects& getMagicEffects() const;
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bool getAttackingOrSpell() const { return mAttackingOrSpell; }
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std::string_view getAttackType() const { return mAttackType; }
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int getLevel() const;
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@ -156,6 +158,8 @@ namespace MWMechanics
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void setAttackingOrSpell(bool attackingOrSpell) { mAttackingOrSpell = attackingOrSpell; }
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void setAttackType(std::string_view attackType) { mAttackType = attackType; }
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void setLevel(int level);
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void setAiSetting(AiSetting index, Stat<int> value);
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@ -37,7 +37,15 @@
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-- @field [parent=#ActorControls] #boolean run true - run, false - walk
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-- @field [parent=#ActorControls] #boolean sneak If true - sneak
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-- @field [parent=#ActorControls] #boolean jump If true - initiate a jump
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-- @field [parent=#ActorControls] #number use if 1 - activates the readied weapon/spell. For weapons, keeping at 1 will charge the attack until set to 0.
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-- @field [parent=#ActorControls] #ATTACK_TYPE use Activates the readied weapon/spell according to a provided value. For weapons, keeping this value modified will charge the attack until set to @{#ATTACK_TYPE.NoAttack}. If an @{#ATTACK_TYPE} not appropriate for a currently equipped weapon provided - an appropriate @{#ATTACK_TYPE} will be used instead.
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---
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-- @type ATTACK_TYPE
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-- @field #number NoAttack
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-- @field #number Any
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-- @field #number Chop
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-- @field #number Swing
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-- @field #number Thrust
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---
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-- Enables or disables standard AI (enabled by default).
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