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OpenMW/apps/openmw/mwmechanics/aicombat.cpp
elsid 675c0ab72f
Apply uniform random deviation to AI reaction timer
This allows to distribute AI reaction calls over time.

Before this change actors appearing at the same frame will react in the same
frame over and over because AI reaction period is constant. It creates a
non-uniform CPU usage over frames. If a single frame has too many AI reactions
it may cause stuttering when there are too many actors on a scene for current
system.

Another concern is a synchronization of actions between creatures and NPC.
They start to go or hit at the same frame that is unnatural.
2021-03-20 14:47:54 +01:00

736 lines
31 KiB
C++

#include "aicombat.hpp"
#include <components/misc/rng.hpp>
#include <components/misc/coordinateconverter.hpp>
#include <components/esm/aisequence.hpp>
#include <components/misc/mathutil.hpp>
#include <components/sceneutil/positionattitudetransform.hpp>
#include <components/detournavigator/navigator.hpp>
#include "../mwphysics/collisiontype.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/dialoguemanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "pathgrid.hpp"
#include "creaturestats.hpp"
#include "steering.hpp"
#include "movement.hpp"
#include "character.hpp"
#include "aicombataction.hpp"
#include "actorutil.hpp"
namespace
{
//chooses an attack depending on probability to avoid uniformity
std::string chooseBestAttack(const ESM::Weapon* weapon);
osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos,
float duration, int weapType, float strength);
}
namespace MWMechanics
{
AiCombat::AiCombat(const MWWorld::Ptr& actor)
{
mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
AiCombat::AiCombat(const ESM::AiSequence::AiCombat *combat)
{
mTargetActorId = combat->mTargetActorId;
}
void AiCombat::init()
{
}
/*
* Current AiCombat movement states (as of 0.29.0), ignoring the details of the
* attack states such as CombatMove, Strike and ReadyToAttack:
*
* +----(within strike range)----->attack--(beyond strike range)-->follow
* | | ^ | |
* | | | | |
* pursue<---(beyond follow range)-----+ +----(within strike range)---+ |
* ^ |
* | |
* +-------------------------(beyond follow range)--------------------+
*
*
* Below diagram is high level only, the code detail is a little different
* (but including those detail will just complicate the diagram w/o adding much)
*
* +----------(same)-------------->attack---------(same)---------->follow
* | |^^ |||
* | ||| |||
* | +--(same)-----------------+|+----------(same)------------+||
* | | | ||
* | | | (in range) ||
* | <---+ (too far) | ||
* pursue<-------------------------[door open]<-----+ ||
* ^^^ | ||
* ||| | ||
* ||+----------evade-----+ | ||
* || | [closed door] | ||
* |+----> maybe stuck, check --------------> back up, check door ||
* | ^ | ^ | ^ ||
* | | | | | | ||
* | | +---+ +---+ ||
* | +-------------------------------------------------------+|
* | |
* +---------------------------(same)---------------------------------+
*
* FIXME:
*
* The new scheme is way too complicated, should really be implemented as a
* proper state machine.
*
* TODO:
*
* Use the observer pattern to coordinate attacks, provide intelligence on
* whether the target was hit, etc.
*/
bool AiCombat::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
{
// get or create temporary storage
AiCombatStorage& storage = state.get<AiCombatStorage>();
//General description
if (actor.getClass().getCreatureStats(actor).isDead())
return true;
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
if (target.isEmpty())
return false;
if(!target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered
// with the MechanicsManager
|| target.getClass().getCreatureStats(target).isDead())
return true;
if (actor == target) // This should never happen.
return true;
if (!storage.isFleeing())
{
if (storage.mCurrentAction.get()) // need to wait to init action with its attack range
{
//Update every frame. UpdateLOS uses a timer, so the LOS check does not happen every frame.
updateLOS(actor, target, duration, storage);
const float targetReachedTolerance = storage.mLOS && !storage.mUseCustomDestination
? storage.mAttackRange : 0.0f;
const osg::Vec3f destination = storage.mUseCustomDestination
? storage.mCustomDestination : target.getRefData().getPosition().asVec3();
const bool is_target_reached = pathTo(actor, destination, duration, targetReachedTolerance);
if (is_target_reached) storage.mReadyToAttack = true;
}
storage.updateCombatMove(duration);
if (storage.mReadyToAttack) updateActorsMovement(actor, duration, storage);
storage.updateAttack(characterController);
}
else
{
updateFleeing(actor, target, duration, storage);
}
storage.mActionCooldown -= duration;
if (storage.mReaction.update(duration) == Misc::TimerStatus::Waiting)
return false;
return attack(actor, target, storage, characterController);
}
bool AiCombat::attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController)
{
const MWWorld::CellStore*& currentCell = storage.mCell;
bool cellChange = currentCell && (actor.getCell() != currentCell);
if(!currentCell || cellChange)
{
currentCell = actor.getCell();
}
bool forceFlee = false;
if (!canFight(actor, target))
{
storage.stopAttack();
characterController.setAttackingOrSpell(false);
storage.mActionCooldown = 0.f;
// Continue combat if target is player or player follower/escorter and an attack has been attempted
const std::list<MWWorld::Ptr>& playerFollowersAndEscorters = MWBase::Environment::get().getMechanicsManager()->getActorsSidingWith(MWMechanics::getPlayer());
bool targetSidesWithPlayer = (std::find(playerFollowersAndEscorters.begin(), playerFollowersAndEscorters.end(), target) != playerFollowersAndEscorters.end());
if ((target == MWMechanics::getPlayer() || targetSidesWithPlayer)
&& ((actor.getClass().getCreatureStats(actor).getHitAttemptActorId() == target.getClass().getCreatureStats(target).getActorId())
|| (target.getClass().getCreatureStats(target).getHitAttemptActorId() == actor.getClass().getCreatureStats(actor).getActorId())))
forceFlee = true;
else // Otherwise end combat
return true;
}
const MWWorld::Class& actorClass = actor.getClass();
actorClass.getCreatureStats(actor).setMovementFlag(CreatureStats::Flag_Run, true);
float& actionCooldown = storage.mActionCooldown;
std::shared_ptr<Action>& currentAction = storage.mCurrentAction;
if (!forceFlee)
{
if (actionCooldown > 0)
return false;
if (characterController.readyToPrepareAttack())
{
currentAction = prepareNextAction(actor, target);
actionCooldown = currentAction->getActionCooldown();
}
}
else
{
currentAction.reset(new ActionFlee());
actionCooldown = currentAction->getActionCooldown();
}
if (!currentAction)
return false;
if (storage.isFleeing() != currentAction->isFleeing())
{
if (currentAction->isFleeing())
{
storage.startFleeing();
MWBase::Environment::get().getDialogueManager()->say(actor, "flee");
return false;
}
else
storage.stopFleeing();
}
bool isRangedCombat = false;
float &rangeAttack = storage.mAttackRange;
rangeAttack = currentAction->getCombatRange(isRangedCombat);
// Get weapon characteristics
const ESM::Weapon* weapon = currentAction->getWeapon();
ESM::Position pos = actor.getRefData().getPosition();
const osg::Vec3f vActorPos(pos.asVec3());
const osg::Vec3f vTargetPos(target.getRefData().getPosition().asVec3());
osg::Vec3f vAimDir = MWBase::Environment::get().getWorld()->aimToTarget(actor, target);
float distToTarget = MWBase::Environment::get().getWorld()->getHitDistance(actor, target);
storage.mReadyToAttack = (currentAction->isAttackingOrSpell() && distToTarget <= rangeAttack && storage.mLOS);
if (isRangedCombat)
{
// rotate actor taking into account target movement direction and projectile speed
vAimDir = AimDirToMovingTarget(actor, target, storage.mLastTargetPos, AI_REACTION_TIME, (weapon ? weapon->mData.mType : 0), storage.mStrength);
storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
storage.mMovement.mRotation[2] = getZAngleToDir(vAimDir);
}
else
{
storage.mMovement.mRotation[0] = getXAngleToDir(vAimDir);
storage.mMovement.mRotation[2] = getZAngleToDir((vTargetPos-vActorPos)); // using vAimDir results in spastic movements since the head is animated
}
storage.mLastTargetPos = vTargetPos;
if (storage.mReadyToAttack)
{
storage.startCombatMove(isRangedCombat, distToTarget, rangeAttack, actor, target);
// start new attack
storage.startAttackIfReady(actor, characterController, weapon, isRangedCombat);
}
// If actor uses custom destination it has to try to rebuild path because environment can change
// (door is opened between actor and target) or target position has changed and current custom destination
// is not good enough to attack target.
if (storage.mCurrentAction->isAttackingOrSpell()
&& ((!storage.mReadyToAttack && !mPathFinder.isPathConstructed())
|| (storage.mUseCustomDestination && (storage.mCustomDestination - vTargetPos).length() > rangeAttack)))
{
// Try to build path to the target.
const auto halfExtents = MWBase::Environment::get().getWorld()->getPathfindingHalfExtents(actor);
const auto navigatorFlags = getNavigatorFlags(actor);
const auto areaCosts = getAreaCosts(actor);
const auto pathGridGraph = getPathGridGraph(actor.getCell());
mPathFinder.buildPath(actor, vActorPos, vTargetPos, actor.getCell(), pathGridGraph, halfExtents, navigatorFlags, areaCosts);
if (!mPathFinder.isPathConstructed())
{
// If there is no path, try to find a point on a line from the actor position to target projected
// on navmesh to attack the target from there.
const MWBase::World* world = MWBase::Environment::get().getWorld();
const auto halfExtents = world->getPathfindingHalfExtents(actor);
const auto navigator = world->getNavigator();
const auto navigatorFlags = getNavigatorFlags(actor);
const auto areaCosts = getAreaCosts(actor);
const auto hit = navigator->raycast(halfExtents, vActorPos, vTargetPos, navigatorFlags);
if (hit.has_value() && (*hit - vTargetPos).length() <= rangeAttack)
{
// If the point is close enough, try to find a path to that point.
mPathFinder.buildPath(actor, vActorPos, *hit, actor.getCell(), pathGridGraph, halfExtents, navigatorFlags, areaCosts);
if (mPathFinder.isPathConstructed())
{
// If path to that point is found use it as custom destination.
storage.mCustomDestination = *hit;
storage.mUseCustomDestination = true;
}
}
if (!mPathFinder.isPathConstructed())
{
storage.mUseCustomDestination = false;
storage.stopAttack();
characterController.setAttackingOrSpell(false);
currentAction.reset(new ActionFlee());
actionCooldown = currentAction->getActionCooldown();
storage.startFleeing();
MWBase::Environment::get().getDialogueManager()->say(actor, "flee");
}
}
else
{
storage.mUseCustomDestination = false;
}
}
return false;
}
void MWMechanics::AiCombat::updateLOS(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, MWMechanics::AiCombatStorage& storage)
{
static const float LOS_UPDATE_DURATION = 0.5f;
if (storage.mUpdateLOSTimer <= 0.f)
{
storage.mLOS = MWBase::Environment::get().getWorld()->getLOS(actor, target);
storage.mUpdateLOSTimer = LOS_UPDATE_DURATION;
}
else
storage.mUpdateLOSTimer -= duration;
}
void MWMechanics::AiCombat::updateFleeing(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, MWMechanics::AiCombatStorage& storage)
{
static const float BLIND_RUN_DURATION = 1.0f;
updateLOS(actor, target, duration, storage);
AiCombatStorage::FleeState& state = storage.mFleeState;
switch (state)
{
case AiCombatStorage::FleeState_None:
return;
case AiCombatStorage::FleeState_Idle:
{
float triggerDist = getMaxAttackDistance(target);
if (storage.mLOS &&
(triggerDist >= 1000 || getDistanceMinusHalfExtents(actor, target) <= triggerDist))
{
const ESM::Pathgrid* pathgrid =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*storage.mCell->getCell());
bool runFallback = true;
if (pathgrid && !actor.getClass().isPureWaterCreature(actor))
{
ESM::Pathgrid::PointList points;
Misc::CoordinateConverter coords(storage.mCell->getCell());
osg::Vec3f localPos = actor.getRefData().getPosition().asVec3();
coords.toLocal(localPos);
int closestPointIndex = PathFinder::getClosestPoint(pathgrid, localPos);
for (int i = 0; i < static_cast<int>(pathgrid->mPoints.size()); i++)
{
if (i != closestPointIndex && getPathGridGraph(storage.mCell).isPointConnected(closestPointIndex, i))
{
points.push_back(pathgrid->mPoints[static_cast<size_t>(i)]);
}
}
if (!points.empty())
{
ESM::Pathgrid::Point dest = points[Misc::Rng::rollDice(points.size())];
coords.toWorld(dest);
state = AiCombatStorage::FleeState_RunToDestination;
storage.mFleeDest = ESM::Pathgrid::Point(dest.mX, dest.mY, dest.mZ);
runFallback = false;
}
}
if (runFallback)
{
state = AiCombatStorage::FleeState_RunBlindly;
storage.mFleeBlindRunTimer = 0.0f;
}
}
}
break;
case AiCombatStorage::FleeState_RunBlindly:
{
// timer to prevent twitchy movement that can be observed in vanilla MW
if (storage.mFleeBlindRunTimer < BLIND_RUN_DURATION)
{
storage.mFleeBlindRunTimer += duration;
storage.mMovement.mRotation[0] = -actor.getRefData().getPosition().rot[0];
storage.mMovement.mRotation[2] = osg::PI + getZAngleToDir(target.getRefData().getPosition().asVec3()-actor.getRefData().getPosition().asVec3());
storage.mMovement.mPosition[1] = 1;
updateActorsMovement(actor, duration, storage);
}
else
state = AiCombatStorage::FleeState_Idle;
}
break;
case AiCombatStorage::FleeState_RunToDestination:
{
static const float fFleeDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fFleeDistance")->mValue.getFloat();
float dist = (actor.getRefData().getPosition().asVec3() - target.getRefData().getPosition().asVec3()).length();
if ((dist > fFleeDistance && !storage.mLOS)
|| pathTo(actor, PathFinder::makeOsgVec3(storage.mFleeDest), duration))
{
state = AiCombatStorage::FleeState_Idle;
}
}
break;
};
}
void AiCombat::updateActorsMovement(const MWWorld::Ptr& actor, float duration, AiCombatStorage& storage)
{
// apply combat movement
float deltaAngle = storage.mMovement.mRotation[2] - actor.getRefData().getPosition().rot[2];
osg::Vec2f movement = Misc::rotateVec2f(
osg::Vec2f(storage.mMovement.mPosition[0], storage.mMovement.mPosition[1]), -deltaAngle);
MWMechanics::Movement& actorMovementSettings = actor.getClass().getMovementSettings(actor);
actorMovementSettings.mPosition[0] = movement.x();
actorMovementSettings.mPosition[1] = movement.y();
actorMovementSettings.mPosition[2] = storage.mMovement.mPosition[2];
rotateActorOnAxis(actor, 2, actorMovementSettings, storage);
rotateActorOnAxis(actor, 0, actorMovementSettings, storage);
}
void AiCombat::rotateActorOnAxis(const MWWorld::Ptr& actor, int axis,
MWMechanics::Movement& actorMovementSettings, AiCombatStorage& storage)
{
actorMovementSettings.mRotation[axis] = 0;
bool isRangedCombat = false;
storage.mCurrentAction->getCombatRange(isRangedCombat);
float eps = isRangedCombat ? osg::DegreesToRadians(0.5) : osg::DegreesToRadians(3.f);
float targetAngleRadians = storage.mMovement.mRotation[axis];
smoothTurn(actor, targetAngleRadians, axis, eps);
}
MWWorld::Ptr AiCombat::getTarget() const
{
return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
}
void AiCombat::writeState(ESM::AiSequence::AiSequence &sequence) const
{
std::unique_ptr<ESM::AiSequence::AiCombat> combat(new ESM::AiSequence::AiCombat());
combat->mTargetActorId = mTargetActorId;
ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Combat;
package.mPackage = combat.release();
sequence.mPackages.push_back(package);
}
void AiCombatStorage::startCombatMove(bool isDistantCombat, float distToTarget, float rangeAttack, const MWWorld::Ptr& actor, const MWWorld::Ptr& target)
{
// get the range of the target's weapon
MWWorld::Ptr targetWeapon = MWWorld::Ptr();
const MWWorld::Class& targetClass = target.getClass();
if (targetClass.hasInventoryStore(target))
{
int weapType = ESM::Weapon::None;
MWWorld::ContainerStoreIterator weaponSlot = MWMechanics::getActiveWeapon(target, &weapType);
if (weapType > ESM::Weapon::None)
targetWeapon = *weaponSlot;
}
bool targetUsesRanged = false;
float rangeAttackOfTarget = ActionWeapon(targetWeapon).getCombatRange(targetUsesRanged);
if (mMovement.mPosition[0] || mMovement.mPosition[1])
{
mTimerCombatMove = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
mCombatMove = true;
}
else if (isDistantCombat)
{
// Backing up behaviour
// Actor backs up slightly further away than opponent's weapon range
// (in vanilla - only as far as oponent's weapon range),
// or not at all if opponent is using a ranged weapon
if (targetUsesRanged || distToTarget > rangeAttackOfTarget*1.5) // Don't back up if the target is wielding ranged weapon
return;
// actor should not back up into water
if (MWBase::Environment::get().getWorld()->isUnderwater(MWWorld::ConstPtr(actor), 0.5f))
return;
int mask = MWPhysics::CollisionType_World | MWPhysics::CollisionType_HeightMap | MWPhysics::CollisionType_Door;
// Actor can not back up if there is no free space behind
// Currently we take the 35% of actor's height from the ground as vector height.
// This approach allows us to detect small obstacles (e.g. crates) and curved walls.
osg::Vec3f halfExtents = MWBase::Environment::get().getWorld()->getHalfExtents(actor);
osg::Vec3f pos = actor.getRefData().getPosition().asVec3();
osg::Vec3f source = pos + osg::Vec3f(0, 0, 0.75f * halfExtents.z());
osg::Vec3f fallbackDirection = actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,-1,0);
osg::Vec3f destination = source + fallbackDirection * (halfExtents.y() + 16);
bool isObstacleDetected = MWBase::Environment::get().getWorld()->castRay(source.x(), source.y(), source.z(), destination.x(), destination.y(), destination.z(), mask);
if (isObstacleDetected)
return;
// Check if there is nothing behind - probably actor is near cliff.
// A current approach: cast ray 1.5-yard ray down in 1.5 yard behind actor from 35% of actor's height.
// If we did not hit anything, there is a cliff behind actor.
source = pos + osg::Vec3f(0, 0, 0.75f * halfExtents.z()) + fallbackDirection * (halfExtents.y() + 96);
destination = source - osg::Vec3f(0, 0, 0.75f * halfExtents.z() + 96);
bool isCliffDetected = !MWBase::Environment::get().getWorld()->castRay(source.x(), source.y(), source.z(), destination.x(), destination.y(), destination.z(), mask);
if (isCliffDetected)
return;
mMovement.mPosition[1] = -1;
}
// dodge movements (for NPCs and bipedal creatures)
// Note: do not use for ranged combat yet since in couple with back up behaviour can move actor out of cliff
else if (actor.getClass().isBipedal(actor))
{
float moveDuration = 0;
float angleToTarget = Misc::normalizeAngle(mMovement.mRotation[2] - actor.getRefData().getPosition().rot[2]);
// Apply a big side step if enemy tries to get around and come from behind.
// Otherwise apply a random side step (kind of dodging) with some probability
// if actor is within range of target's weapon.
if (std::abs(angleToTarget) > osg::PI / 4)
moveDuration = 0.2;
else if (distToTarget <= rangeAttackOfTarget && Misc::Rng::rollClosedProbability() < 0.25)
moveDuration = 0.1f + 0.1f * Misc::Rng::rollClosedProbability();
if (moveDuration > 0)
{
mMovement.mPosition[0] = Misc::Rng::rollProbability() < 0.5 ? 1.0f : -1.0f; // to the left/right
mTimerCombatMove = moveDuration;
mCombatMove = true;
}
}
}
void AiCombatStorage::updateCombatMove(float duration)
{
if (mCombatMove)
{
mTimerCombatMove -= duration;
if (mTimerCombatMove <= 0)
{
stopCombatMove();
}
}
}
void AiCombatStorage::stopCombatMove()
{
mTimerCombatMove = 0;
mMovement.mPosition[1] = mMovement.mPosition[0] = 0;
mCombatMove = false;
}
void AiCombatStorage::startAttackIfReady(const MWWorld::Ptr& actor, CharacterController& characterController,
const ESM::Weapon* weapon, bool distantCombat)
{
if (mReadyToAttack && characterController.readyToStartAttack())
{
if (mAttackCooldown <= 0)
{
mAttack = true; // attack starts just now
characterController.setAttackingOrSpell(true);
if (!distantCombat)
characterController.setAIAttackType(chooseBestAttack(weapon));
mStrength = Misc::Rng::rollClosedProbability();
const MWWorld::ESMStore &store = MWBase::Environment::get().getWorld()->getStore();
float baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayCreature")->mValue.getFloat();
if (actor.getClass().isNpc())
{
baseDelay = store.get<ESM::GameSetting>().find("fCombatDelayNPC")->mValue.getFloat();
}
// Say a provoking combat phrase
const int iVoiceAttackOdds = store.get<ESM::GameSetting>().find("iVoiceAttackOdds")->mValue.getInteger();
if (Misc::Rng::roll0to99() < iVoiceAttackOdds)
{
MWBase::Environment::get().getDialogueManager()->say(actor, "attack");
}
mAttackCooldown = std::min(baseDelay + 0.01 * Misc::Rng::roll0to99(), baseDelay + 0.9);
}
else
mAttackCooldown -= AI_REACTION_TIME;
}
}
void AiCombatStorage::updateAttack(CharacterController& characterController)
{
if (mAttack && (characterController.getAttackStrength() >= mStrength || characterController.readyToPrepareAttack()))
{
mAttack = false;
}
characterController.setAttackingOrSpell(mAttack);
}
void AiCombatStorage::stopAttack()
{
mMovement.mPosition[0] = 0;
mMovement.mPosition[1] = 0;
mMovement.mPosition[2] = 0;
mReadyToAttack = false;
mAttack = false;
}
void AiCombatStorage::startFleeing()
{
stopFleeing();
mFleeState = FleeState_Idle;
}
void AiCombatStorage::stopFleeing()
{
mMovement.mPosition[0] = 0;
mMovement.mPosition[1] = 0;
mMovement.mPosition[2] = 0;
mFleeState = FleeState_None;
mFleeDest = ESM::Pathgrid::Point(0, 0, 0);
}
bool AiCombatStorage::isFleeing()
{
return mFleeState != FleeState_None;
}
}
namespace
{
std::string chooseBestAttack(const ESM::Weapon* weapon)
{
std::string attackType;
if (weapon != nullptr)
{
//the more damage attackType deals the more probability it has
int slash = (weapon->mData.mSlash[0] + weapon->mData.mSlash[1])/2;
int chop = (weapon->mData.mChop[0] + weapon->mData.mChop[1])/2;
int thrust = (weapon->mData.mThrust[0] + weapon->mData.mThrust[1])/2;
float roll = Misc::Rng::rollClosedProbability() * (slash + chop + thrust);
if(roll <= slash)
attackType = "slash";
else if(roll <= (slash + thrust))
attackType = "thrust";
else
attackType = "chop";
}
else
MWMechanics::CharacterController::setAttackTypeRandomly(attackType);
return attackType;
}
osg::Vec3f AimDirToMovingTarget(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, const osg::Vec3f& vLastTargetPos,
float duration, int weapType, float strength)
{
float projSpeed;
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
// get projectile speed (depending on weapon type)
if (MWMechanics::getWeaponType(weapType)->mWeaponClass == ESM::WeaponType::Thrown)
{
static float fThrownWeaponMinSpeed = gmst.find("fThrownWeaponMinSpeed")->mValue.getFloat();
static float fThrownWeaponMaxSpeed = gmst.find("fThrownWeaponMaxSpeed")->mValue.getFloat();
projSpeed = fThrownWeaponMinSpeed + (fThrownWeaponMaxSpeed - fThrownWeaponMinSpeed) * strength;
}
else if (weapType != 0)
{
static float fProjectileMinSpeed = gmst.find("fProjectileMinSpeed")->mValue.getFloat();
static float fProjectileMaxSpeed = gmst.find("fProjectileMaxSpeed")->mValue.getFloat();
projSpeed = fProjectileMinSpeed + (fProjectileMaxSpeed - fProjectileMinSpeed) * strength;
}
else // weapType is 0 ==> it's a target spell projectile
{
projSpeed = gmst.find("fTargetSpellMaxSpeed")->mValue.getFloat();
}
// idea: perpendicular to dir to target speed components of target move vector and projectile vector should be the same
osg::Vec3f vTargetPos = target.getRefData().getPosition().asVec3();
osg::Vec3f vDirToTarget = MWBase::Environment::get().getWorld()->aimToTarget(actor, target);
float distToTarget = vDirToTarget.length();
osg::Vec3f vTargetMoveDir = vTargetPos - vLastTargetPos;
vTargetMoveDir /= duration; // |vTargetMoveDir| is target real speed in units/sec now
osg::Vec3f vPerpToDir = vDirToTarget ^ osg::Vec3f(0,0,1); // cross product
vPerpToDir.normalize();
osg::Vec3f vDirToTargetNormalized = vDirToTarget;
vDirToTargetNormalized.normalize();
// dot product
float velPerp = vTargetMoveDir * vPerpToDir;
float velDir = vTargetMoveDir * vDirToTargetNormalized;
// time to collision between target and projectile
float t_collision;
float projVelDirSquared = projSpeed * projSpeed - velPerp * velPerp;
osg::Vec3f vTargetMoveDirNormalized = vTargetMoveDir;
vTargetMoveDirNormalized.normalize();
float projDistDiff = vDirToTarget * vTargetMoveDirNormalized; // dot product
projDistDiff = std::sqrt(distToTarget * distToTarget - projDistDiff * projDistDiff);
if (projVelDirSquared > 0)
t_collision = projDistDiff / (std::sqrt(projVelDirSquared) - velDir);
else t_collision = 0; // speed of projectile is not enough to reach moving target
return vDirToTarget + vTargetMoveDir * t_collision;
}
}