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OpenMW/apps/openmw/mwmechanics/npcstats.cpp
2023-07-08 11:28:56 +02:00

548 lines
16 KiB
C++

#include "npcstats.hpp"
#include <iomanip>
#include <sstream>
#include <components/esm3/loadclas.hpp>
#include <components/esm3/loadfact.hpp>
#include <components/esm3/loadgmst.hpp>
#include <components/esm3/npcstats.hpp>
#include <components/misc/strings/format.hpp>
#include <MyGUI_TextIterator.h>
#include "../mwworld/esmstore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/windowmanager.hpp"
MWMechanics::NpcStats::NpcStats()
: mDisposition(0)
, mReputation(0)
, mCrimeId(-1)
, mBounty(0)
, mWerewolfKills(0)
, mLevelProgress(0)
, mTimeToStartDrowning(-1.0) // set breath to special value, it will be replaced during actor update
, mIsWerewolf(false)
{
mSpecIncreases.resize(3, 0);
for (const ESM::Skill& skill : MWBase::Environment::get().getESMStore()->get<ESM::Skill>())
mSkills.emplace(skill.mId, SkillValue{});
}
int MWMechanics::NpcStats::getBaseDisposition() const
{
return mDisposition;
}
void MWMechanics::NpcStats::setBaseDisposition(int disposition)
{
mDisposition = disposition;
}
const MWMechanics::SkillValue& MWMechanics::NpcStats::getSkill(ESM::RefId id) const
{
auto it = mSkills.find(id);
if (it == mSkills.end())
throw std::runtime_error("skill not found");
return it->second;
}
MWMechanics::SkillValue& MWMechanics::NpcStats::getSkill(ESM::RefId id)
{
auto it = mSkills.find(id);
if (it == mSkills.end())
throw std::runtime_error("skill not found");
return it->second;
}
void MWMechanics::NpcStats::setSkill(ESM::RefId id, const MWMechanics::SkillValue& value)
{
auto it = mSkills.find(id);
if (it == mSkills.end())
throw std::runtime_error("skill not found");
it->second = value;
}
const std::map<ESM::RefId, int>& MWMechanics::NpcStats::getFactionRanks() const
{
return mFactionRank;
}
int MWMechanics::NpcStats::getFactionRank(const ESM::RefId& faction) const
{
auto it = mFactionRank.find(faction);
if (it != mFactionRank.end())
return it->second;
return -1;
}
void MWMechanics::NpcStats::joinFaction(const ESM::RefId& faction)
{
auto it = mFactionRank.find(faction);
if (it == mFactionRank.end())
mFactionRank[faction] = 0;
}
void MWMechanics::NpcStats::setFactionRank(const ESM::RefId& faction, int newRank)
{
auto it = mFactionRank.find(faction);
if (it != mFactionRank.end())
{
const ESM::Faction* factionPtr = MWBase::Environment::get().getESMStore()->get<ESM::Faction>().find(faction);
if (newRank < 0)
{
mFactionRank.erase(it);
mExpelled.erase(faction);
}
else if (newRank < static_cast<int>(factionPtr->mData.mRankData.size()))
do
it->second = newRank;
// Does the new rank exist?
while (newRank > 0 && factionPtr->mRanks[newRank--].empty());
}
}
bool MWMechanics::NpcStats::getExpelled(const ESM::RefId& factionID) const
{
return mExpelled.find(factionID) != mExpelled.end();
}
void MWMechanics::NpcStats::expell(const ESM::RefId& factionID)
{
if (mExpelled.find(factionID) == mExpelled.end())
{
std::string message = "#{sExpelledMessage}";
message += MWBase::Environment::get().getESMStore()->get<ESM::Faction>().find(factionID)->mName;
MWBase::Environment::get().getWindowManager()->messageBox(message);
mExpelled.insert(factionID);
}
}
void MWMechanics::NpcStats::clearExpelled(const ESM::RefId& factionID)
{
mExpelled.erase(factionID);
}
bool MWMechanics::NpcStats::isInFaction(const ESM::RefId& faction) const
{
return (mFactionRank.find(faction) != mFactionRank.end());
}
int MWMechanics::NpcStats::getFactionReputation(const ESM::RefId& faction) const
{
auto iter = mFactionReputation.find(faction);
if (iter == mFactionReputation.end())
return 0;
return iter->second;
}
void MWMechanics::NpcStats::setFactionReputation(const ESM::RefId& faction, int value)
{
mFactionReputation[faction] = value;
}
float MWMechanics::NpcStats::getSkillProgressRequirement(ESM::RefId id, const ESM::Class& class_) const
{
float progressRequirement = 1.f + getSkill(id).getBase();
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
const ESM::Skill* skill = MWBase::Environment::get().getESMStore()->get<ESM::Skill>().find(id);
float typeFactor = gmst.find("fMiscSkillBonus")->mValue.getFloat();
for (const auto& skills : class_.mData.mSkills)
{
if (skills[0] == skill->mIndex)
{
typeFactor = gmst.find("fMinorSkillBonus")->mValue.getFloat();
break;
}
else if (skills[1] == skill->mIndex)
{
typeFactor = gmst.find("fMajorSkillBonus")->mValue.getFloat();
break;
}
}
progressRequirement *= typeFactor;
if (typeFactor <= 0)
throw std::runtime_error("invalid skill type factor");
float specialisationFactor = 1;
if (skill->mData.mSpecialization == class_.mData.mSpecialization)
{
specialisationFactor = gmst.find("fSpecialSkillBonus")->mValue.getFloat();
if (specialisationFactor <= 0)
throw std::runtime_error("invalid skill specialisation factor");
}
progressRequirement *= specialisationFactor;
return progressRequirement;
}
void MWMechanics::NpcStats::useSkill(ESM::RefId id, const ESM::Class& class_, int usageType, float extraFactor)
{
const ESM::Skill* skill = MWBase::Environment::get().getESMStore()->get<ESM::Skill>().find(id);
float skillGain = 1;
if (usageType >= 4)
throw std::runtime_error("skill usage type out of range");
if (usageType >= 0)
{
skillGain = skill->mData.mUseValue[usageType];
if (skillGain < 0)
throw std::runtime_error("invalid skill gain factor");
}
skillGain *= extraFactor;
MWMechanics::SkillValue& value = getSkill(skill->mId);
value.setProgress(value.getProgress() + skillGain);
if (int(value.getProgress()) >= int(getSkillProgressRequirement(skill->mId, class_)))
{
// skill levelled up
increaseSkill(skill->mId, class_, false);
}
}
void MWMechanics::NpcStats::increaseSkill(ESM::RefId id, const ESM::Class& class_, bool preserveProgress, bool readBook)
{
const ESM::Skill* skill = MWBase::Environment::get().getESMStore()->get<ESM::Skill>().find(id);
float base = getSkill(skill->mId).getBase();
if (base >= 100.f)
return;
base += 1;
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
// is this a minor or major skill?
int increase = gmst.find("iLevelupMiscMultAttriubte")->mValue.getInteger(); // Note: GMST has a typo
for (const auto& skills : class_.mData.mSkills)
{
if (skills[0] == skill->mIndex)
{
mLevelProgress += gmst.find("iLevelUpMinorMult")->mValue.getInteger();
increase = gmst.find("iLevelUpMinorMultAttribute")->mValue.getInteger();
break;
}
else if (skills[1] == skill->mIndex)
{
mLevelProgress += gmst.find("iLevelUpMajorMult")->mValue.getInteger();
increase = gmst.find("iLevelUpMajorMultAttribute")->mValue.getInteger();
break;
}
}
mSkillIncreases[ESM::Attribute::AttributeID(skill->mData.mAttribute)] += increase;
mSpecIncreases[skill->mData.mSpecialization] += gmst.find("iLevelupSpecialization")->mValue.getInteger();
// Play sound & skill progress notification
/// \todo check if character is the player, if levelling is ever implemented for NPCs
MWBase::Environment::get().getWindowManager()->playSound(ESM::RefId::stringRefId("skillraise"));
std::string message{ MWBase::Environment::get().getWindowManager()->getGameSettingString("sNotifyMessage39", {}) };
message = Misc::StringUtils::format(
message, MyGUI::TextIterator::toTagsString(skill->mName).asUTF8(), static_cast<int>(base));
if (readBook)
message = "#{sBookSkillMessage}\n" + message;
MWBase::Environment::get().getWindowManager()->messageBox(message, MWGui::ShowInDialogueMode_Never);
if (mLevelProgress >= gmst.find("iLevelUpTotal")->mValue.getInteger())
{
// levelup is possible now
MWBase::Environment::get().getWindowManager()->messageBox("#{sLevelUpMsg}", MWGui::ShowInDialogueMode_Never);
}
getSkill(skill->mId).setBase(base);
if (!preserveProgress)
getSkill(skill->mId).setProgress(0);
}
int MWMechanics::NpcStats::getLevelProgress() const
{
return mLevelProgress;
}
void MWMechanics::NpcStats::levelUp()
{
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>();
mLevelProgress -= gmst.find("iLevelUpTotal")->mValue.getInteger();
mLevelProgress = std::max(0, mLevelProgress); // might be necessary when levelup was invoked via console
mSkillIncreases.clear();
const float endurance = getAttribute(ESM::Attribute::Endurance).getBase();
// "When you gain a level, in addition to increasing three primary attributes, your Health
// will automatically increase by 10% of your Endurance attribute. If you increased Endurance this level,
// the Health increase is calculated from the increased Endurance"
// Note: we should add bonus Health points to current level too.
float healthGain = endurance * gmst.find("fLevelUpHealthEndMult")->mValue.getFloat();
MWMechanics::DynamicStat<float> health(getHealth());
health.setBase(getHealth().getBase() + healthGain);
health.setCurrent(std::max(1.f, getHealth().getCurrent() + healthGain));
setHealth(health);
setLevel(getLevel() + 1);
}
void MWMechanics::NpcStats::updateHealth()
{
const float endurance = getAttribute(ESM::Attribute::Endurance).getBase();
const float strength = getAttribute(ESM::Attribute::Strength).getBase();
setHealth(floor(0.5f * (strength + endurance)));
}
int MWMechanics::NpcStats::getLevelupAttributeMultiplier(ESM::Attribute::AttributeID attribute) const
{
auto it = mSkillIncreases.find(attribute);
if (it == mSkillIncreases.end() || it->second == 0)
return 1;
int num = std::min(10, it->second);
// iLevelUp01Mult - iLevelUp10Mult
std::stringstream gmst;
gmst << "iLevelUp" << std::setfill('0') << std::setw(2) << num << "Mult";
return MWBase::Environment::get().getESMStore()->get<ESM::GameSetting>().find(gmst.str())->mValue.getInteger();
}
int MWMechanics::NpcStats::getSkillIncreasesForSpecialization(int spec) const
{
return mSpecIncreases[spec];
}
void MWMechanics::NpcStats::flagAsUsed(const ESM::RefId& id)
{
mUsedIds.insert(id);
}
bool MWMechanics::NpcStats::hasBeenUsed(const ESM::RefId& id) const
{
return mUsedIds.find(id) != mUsedIds.end();
}
int MWMechanics::NpcStats::getBounty() const
{
return mBounty;
}
void MWMechanics::NpcStats::setBounty(int bounty)
{
mBounty = bounty;
}
int MWMechanics::NpcStats::getReputation() const
{
return mReputation;
}
void MWMechanics::NpcStats::setReputation(int reputation)
{
// Reputation is capped in original engine
mReputation = std::clamp(reputation, 0, 255);
}
int MWMechanics::NpcStats::getCrimeId() const
{
return mCrimeId;
}
void MWMechanics::NpcStats::setCrimeId(int id)
{
mCrimeId = id;
}
bool MWMechanics::NpcStats::hasSkillsForRank(const ESM::RefId& factionId, int rank) const
{
const ESM::Faction& faction = *MWBase::Environment::get().getESMStore()->get<ESM::Faction>().find(factionId);
const ESM::RankData& rankData = faction.mData.mRankData.at(rank);
std::vector<int> skills;
for (int index : faction.mData.mSkills)
{
ESM::RefId id = ESM::Skill::indexToRefId(index);
if (!id.empty())
skills.push_back(static_cast<int>(getSkill(id).getBase()));
}
if (skills.empty())
return true;
std::sort(skills.begin(), skills.end());
std::vector<int>::const_reverse_iterator iter = skills.rbegin();
if (*iter < rankData.mPrimarySkill)
return false;
if (skills.size() < 2)
return true;
iter++;
if (*iter < rankData.mFavouredSkill)
return false;
if (skills.size() < 3)
return true;
iter++;
if (*iter < rankData.mFavouredSkill)
return false;
return true;
}
bool MWMechanics::NpcStats::isWerewolf() const
{
return mIsWerewolf;
}
void MWMechanics::NpcStats::setWerewolf(bool set)
{
if (mIsWerewolf == set)
return;
if (set != false)
{
mWerewolfKills = 0;
}
mIsWerewolf = set;
}
int MWMechanics::NpcStats::getWerewolfKills() const
{
return mWerewolfKills;
}
void MWMechanics::NpcStats::addWerewolfKill()
{
++mWerewolfKills;
}
float MWMechanics::NpcStats::getTimeToStartDrowning() const
{
return mTimeToStartDrowning;
}
void MWMechanics::NpcStats::setTimeToStartDrowning(float time)
{
mTimeToStartDrowning = time;
}
void MWMechanics::NpcStats::writeState(ESM::CreatureStats& state) const
{
CreatureStats::writeState(state);
}
void MWMechanics::NpcStats::writeState(ESM::NpcStats& state) const
{
for (std::map<ESM::RefId, int>::const_iterator iter(mFactionRank.begin()); iter != mFactionRank.end(); ++iter)
state.mFactions[iter->first].mRank = iter->second;
state.mDisposition = mDisposition;
for (const auto& [id, value] : mSkills)
{
// TODO extend format
auto index = id.getIf<ESM::IndexRefId>()->getValue();
value.writeState(state.mSkills[index]);
}
state.mIsWerewolf = mIsWerewolf;
state.mCrimeId = mCrimeId;
state.mBounty = mBounty;
for (auto iter(mExpelled.begin()); iter != mExpelled.end(); ++iter)
state.mFactions[*iter].mExpelled = true;
for (auto iter(mFactionReputation.begin()); iter != mFactionReputation.end(); ++iter)
state.mFactions[iter->first].mReputation = iter->second;
state.mReputation = mReputation;
state.mWerewolfKills = mWerewolfKills;
state.mLevelProgress = mLevelProgress;
state.mSkillIncrease.fill(0);
for (const auto& [key, value] : mSkillIncreases)
state.mSkillIncrease[key] = value;
for (size_t i = 0; i < state.mSpecIncreases.size(); ++i)
state.mSpecIncreases[i] = mSpecIncreases[i];
std::copy(mUsedIds.begin(), mUsedIds.end(), std::back_inserter(state.mUsedIds));
state.mTimeToStartDrowning = mTimeToStartDrowning;
}
void MWMechanics::NpcStats::readState(const ESM::CreatureStats& state)
{
CreatureStats::readState(state);
}
void MWMechanics::NpcStats::readState(const ESM::NpcStats& state)
{
const MWWorld::ESMStore& store = *MWBase::Environment::get().getESMStore();
for (auto iter(state.mFactions.begin()); iter != state.mFactions.end(); ++iter)
if (store.get<ESM::Faction>().search(iter->first))
{
if (iter->second.mExpelled)
mExpelled.insert(iter->first);
if (iter->second.mRank >= 0)
mFactionRank[iter->first] = iter->second.mRank;
if (iter->second.mReputation)
mFactionReputation[iter->first] = iter->second.mReputation;
}
mDisposition = state.mDisposition;
for (size_t i = 0; i < state.mSkills.size(); ++i)
{
// TODO extend format
ESM::RefId id = ESM::Skill::indexToRefId(i);
mSkills[id].readState(state.mSkills[i]);
}
mIsWerewolf = state.mIsWerewolf;
mCrimeId = state.mCrimeId;
mBounty = state.mBounty;
mReputation = state.mReputation;
mWerewolfKills = state.mWerewolfKills;
mLevelProgress = state.mLevelProgress;
for (size_t i = 0; i < state.mSkillIncrease.size(); ++i)
mSkillIncreases[static_cast<ESM::Attribute::AttributeID>(i)] = state.mSkillIncrease[i];
for (size_t i = 0; i < state.mSpecIncreases.size(); ++i)
mSpecIncreases[i] = state.mSpecIncreases[i];
for (auto iter(state.mUsedIds.begin()); iter != state.mUsedIds.end(); ++iter)
if (store.find(*iter))
mUsedIds.insert(*iter);
mTimeToStartDrowning = state.mTimeToStartDrowning;
}