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OpenMW/apps/openmw/mwmechanics/aicombataction.cpp
florent.teppe 1ced0c912e partially revert "Store: moved all the template specialization to its own heaper file, included where it's needed"
This reverts commit 80a25bcd3021f7ebfaf2f864e34532009b9b8aeb.
It didn't really make sense to do all those changes in the same MR

partially Revert "Store refactoring: more forgotten storeSpecialization.hpp"

This reverts commit 9943a5bc96b9025f06cbaac5bb7f1bf51ebc746f.

removed remaining references to storeSpecialization  CMakeLists.txt,  and landmanager.cpp
2022-09-05 17:35:06 +02:00

515 lines
20 KiB
C++

#include "aicombataction.hpp"
#include <components/esm3/loadench.hpp>
#include <components/esm3/loadmgef.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/esmstore.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwworld/actionequip.hpp"
#include "../mwworld/cellstore.hpp"
#include "actorutil.hpp"
#include "npcstats.hpp"
#include "combat.hpp"
#include "weaponpriority.hpp"
#include "spellpriority.hpp"
#include "weapontype.hpp"
namespace MWMechanics
{
float suggestCombatRange(int rangeTypes)
{
static const float fCombatDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatDistance")->mValue.getFloat();
static float fHandToHandReach = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->mValue.getFloat();
// This distance is a possible distance of melee attack
static float distance = fCombatDistance * std::max(2.f, fHandToHandReach);
if (rangeTypes & RangeTypes::Touch)
{
return fCombatDistance;
}
return distance * 4;
}
void ActionSpell::prepare(const MWWorld::Ptr &actor)
{
actor.getClass().getCreatureStats(actor).getSpells().setSelectedSpell(mSpellId);
actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Spell);
if (actor.getClass().hasInventoryStore(actor))
{
MWWorld::InventoryStore& inv = actor.getClass().getInventoryStore(actor);
inv.setSelectedEnchantItem(inv.end());
}
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(mSpellId);
MWBase::Environment::get().getWorld()->preloadEffects(&spell->mEffects);
}
float ActionSpell::getCombatRange (bool& isRanged) const
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(mSpellId);
int types = getRangeTypes(spell->mEffects);
isRanged = (types & RangeTypes::Target) | (types & RangeTypes::Self);
return suggestCombatRange(types);
}
void ActionEnchantedItem::prepare(const MWWorld::Ptr &actor)
{
actor.getClass().getCreatureStats(actor).getSpells().setSelectedSpell(std::string());
actor.getClass().getInventoryStore(actor).setSelectedEnchantItem(mItem);
actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Spell);
}
float ActionEnchantedItem::getCombatRange(bool& isRanged) const
{
const ESM::Enchantment* enchantment = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(mItem->getClass().getEnchantment(*mItem));
int types = getRangeTypes(enchantment->mEffects);
isRanged = (types & RangeTypes::Target) | (types & RangeTypes::Self);
return suggestCombatRange(types);
}
float ActionPotion::getCombatRange(bool& isRanged) const
{
// Distance doesn't matter since this action has no animation
// If we want to back away slightly to avoid enemy hits, we should set isRanged to "true"
return 600.f;
}
void ActionPotion::prepare(const MWWorld::Ptr &actor)
{
actor.getClass().consume(mPotion, actor);
}
void ActionWeapon::prepare(const MWWorld::Ptr &actor)
{
if (actor.getClass().hasInventoryStore(actor))
{
if (mWeapon.isEmpty())
actor.getClass().getInventoryStore(actor).unequipSlot(MWWorld::InventoryStore::Slot_CarriedRight, actor);
else
{
MWWorld::ActionEquip equip(mWeapon);
equip.execute(actor);
}
if (!mAmmunition.isEmpty())
{
MWWorld::ActionEquip equip(mAmmunition);
equip.execute(actor);
}
}
actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Weapon);
}
float ActionWeapon::getCombatRange(bool& isRanged) const
{
isRanged = false;
static const float fCombatDistance = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fCombatDistance")->mValue.getFloat();
static const float fProjectileMaxSpeed = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fProjectileMaxSpeed")->mValue.getFloat();
if (mWeapon.isEmpty())
{
static float fHandToHandReach =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>().find("fHandToHandReach")->mValue.getFloat();
return fHandToHandReach * fCombatDistance;
}
const ESM::Weapon* weapon = mWeapon.get<ESM::Weapon>()->mBase;
if (MWMechanics::getWeaponType(weapon->mData.mType)->mWeaponClass != ESM::WeaponType::Melee)
{
isRanged = true;
return fProjectileMaxSpeed;
}
else
return weapon->mData.mReach * fCombatDistance;
}
const ESM::Weapon* ActionWeapon::getWeapon() const
{
if (mWeapon.isEmpty())
return nullptr;
return mWeapon.get<ESM::Weapon>()->mBase;
}
std::unique_ptr<Action> prepareNextAction(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy)
{
Spells& spells = actor.getClass().getCreatureStats(actor).getSpells();
float bestActionRating = 0.f;
float antiFleeRating = 0.f;
// Default to hand-to-hand combat
std::unique_ptr<Action> bestAction = std::make_unique<ActionWeapon>(MWWorld::Ptr());
if (actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
{
bestAction->prepare(actor);
return bestAction;
}
if (actor.getClass().hasInventoryStore(actor))
{
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
{
float rating = ratePotion(*it, actor);
if (rating > bestActionRating)
{
bestActionRating = rating;
bestAction = std::make_unique<ActionPotion>(*it);
antiFleeRating = std::numeric_limits<float>::max();
}
}
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
{
float rating = rateMagicItem(*it, actor, enemy);
if (rating > bestActionRating)
{
bestActionRating = rating;
bestAction = std::make_unique<ActionEnchantedItem>(it);
antiFleeRating = std::numeric_limits<float>::max();
}
}
MWWorld::Ptr bestArrow;
float bestArrowRating = rateAmmo(actor, enemy, bestArrow, ESM::Weapon::Arrow);
MWWorld::Ptr bestBolt;
float bestBoltRating = rateAmmo(actor, enemy, bestBolt, ESM::Weapon::Bolt);
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
{
float rating = rateWeapon(*it, actor, enemy, -1, bestArrowRating, bestBoltRating);
if (rating > bestActionRating)
{
const ESM::Weapon* weapon = it->get<ESM::Weapon>()->mBase;
int ammotype = getWeaponType(weapon->mData.mType)->mAmmoType;
MWWorld::Ptr ammo;
if (ammotype == ESM::Weapon::Arrow)
ammo = bestArrow;
else if (ammotype == ESM::Weapon::Bolt)
ammo = bestBolt;
bestActionRating = rating;
bestAction = std::make_unique<ActionWeapon>(*it, ammo);
antiFleeRating = vanillaRateWeaponAndAmmo(*it, ammo, actor, enemy);
}
}
}
for (const ESM::Spell* spell : spells)
{
float rating = rateSpell(spell, actor, enemy);
if (rating > bestActionRating)
{
bestActionRating = rating;
bestAction = std::make_unique<ActionSpell>(spell->mId);
antiFleeRating = vanillaRateSpell(spell, actor, enemy);
}
}
if (makeFleeDecision(actor, enemy, antiFleeRating))
bestAction = std::make_unique<ActionFlee>();
if (bestAction.get())
bestAction->prepare(actor);
return bestAction;
}
float getBestActionRating(const MWWorld::Ptr &actor, const MWWorld::Ptr &enemy)
{
Spells& spells = actor.getClass().getCreatureStats(actor).getSpells();
float bestActionRating = 0.f;
// Default to hand-to-hand combat
if (actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
{
return bestActionRating;
}
if (actor.getClass().hasInventoryStore(actor))
{
MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor);
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
{
float rating = rateMagicItem(*it, actor, enemy);
if (rating > bestActionRating)
{
bestActionRating = rating;
}
}
float bestArrowRating = rateAmmo(actor, enemy, ESM::Weapon::Arrow);
float bestBoltRating = rateAmmo(actor, enemy, ESM::Weapon::Bolt);
for (MWWorld::ContainerStoreIterator it = store.begin(); it != store.end(); ++it)
{
float rating = rateWeapon(*it, actor, enemy, -1, bestArrowRating, bestBoltRating);
if (rating > bestActionRating)
{
bestActionRating = rating;
}
}
}
for (const ESM::Spell* spell : spells)
{
float rating = rateSpell(spell, actor, enemy);
if (rating > bestActionRating)
{
bestActionRating = rating;
}
}
return bestActionRating;
}
float getDistanceMinusHalfExtents(const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, bool minusZDist)
{
osg::Vec3f actor1Pos = actor1.getRefData().getPosition().asVec3();
osg::Vec3f actor2Pos = actor2.getRefData().getPosition().asVec3();
float dist = (actor1Pos - actor2Pos).length();
if (minusZDist)
dist -= std::abs(actor1Pos.z() - actor2Pos.z());
return (dist
- MWBase::Environment::get().getWorld()->getHalfExtents(actor1).y()
- MWBase::Environment::get().getWorld()->getHalfExtents(actor2).y());
}
float getMaxAttackDistance(const MWWorld::Ptr& actor)
{
const CreatureStats& stats = actor.getClass().getCreatureStats(actor);
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
const std::string& selectedSpellId = stats.getSpells().getSelectedSpell();
MWWorld::Ptr selectedEnchItem;
MWWorld::Ptr activeWeapon, activeAmmo;
if (actor.getClass().hasInventoryStore(actor))
{
MWWorld::InventoryStore& invStore = actor.getClass().getInventoryStore(actor);
MWWorld::ContainerStoreIterator item = invStore.getSlot(MWWorld::InventoryStore::Slot_CarriedRight);
if (item != invStore.end() && item.getType() == MWWorld::ContainerStore::Type_Weapon)
activeWeapon = *item;
item = invStore.getSlot(MWWorld::InventoryStore::Slot_Ammunition);
if (item != invStore.end() && item.getType() == MWWorld::ContainerStore::Type_Weapon)
activeAmmo = *item;
if (invStore.getSelectedEnchantItem() != invStore.end())
selectedEnchItem = *invStore.getSelectedEnchantItem();
}
float dist = 1.0f;
if (activeWeapon.isEmpty() && !selectedSpellId.empty() && !selectedEnchItem.isEmpty())
{
static const float fHandToHandReach = gmst.find("fHandToHandReach")->mValue.getFloat();
dist = fHandToHandReach;
}
else if (stats.getDrawState() == MWMechanics::DrawState::Spell)
{
dist = 1.0f;
if (!selectedSpellId.empty())
{
const ESM::Spell* spell = MWBase::Environment::get().getWorld()->getStore().get<ESM::Spell>().find(selectedSpellId);
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt =
spell->mEffects.mList.begin(); effectIt != spell->mEffects.mList.end(); ++effectIt)
{
if (effectIt->mRange == ESM::RT_Target)
{
const ESM::MagicEffect* effect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectIt->mEffectID);
dist = effect->mData.mSpeed;
break;
}
}
}
else if (!selectedEnchItem.isEmpty())
{
std::string_view enchId = selectedEnchItem.getClass().getEnchantment(selectedEnchItem);
if (!enchId.empty())
{
const ESM::Enchantment* ench = MWBase::Environment::get().getWorld()->getStore().get<ESM::Enchantment>().find(enchId);
for (std::vector<ESM::ENAMstruct>::const_iterator effectIt =
ench->mEffects.mList.begin(); effectIt != ench->mEffects.mList.end(); ++effectIt)
{
if (effectIt->mRange == ESM::RT_Target)
{
const ESM::MagicEffect* effect = MWBase::Environment::get().getWorld()->getStore().get<ESM::MagicEffect>().find(effectIt->mEffectID);
dist = effect->mData.mSpeed;
break;
}
}
}
}
static const float fTargetSpellMaxSpeed = gmst.find("fTargetSpellMaxSpeed")->mValue.getFloat();
dist *= std::max(1000.0f, fTargetSpellMaxSpeed);
}
else if (!activeWeapon.isEmpty())
{
const ESM::Weapon* esmWeap = activeWeapon.get<ESM::Weapon>()->mBase;
if (MWMechanics::getWeaponType(esmWeap->mData.mType)->mWeaponClass != ESM::WeaponType::Melee)
{
static const float fTargetSpellMaxSpeed = gmst.find("fProjectileMaxSpeed")->mValue.getFloat();
dist = fTargetSpellMaxSpeed;
if (!activeAmmo.isEmpty())
{
const ESM::Weapon* esmAmmo = activeAmmo.get<ESM::Weapon>()->mBase;
dist *= esmAmmo->mData.mSpeed;
}
}
else if (esmWeap->mData.mReach > 1)
{
dist = esmWeap->mData.mReach;
}
}
dist = (dist > 0.f) ? dist : 1.0f;
static const float fCombatDistance = gmst.find("fCombatDistance")->mValue.getFloat();
static const float fCombatDistanceWerewolfMod = gmst.find("fCombatDistanceWerewolfMod")->mValue.getFloat();
float combatDistance = fCombatDistance;
if (actor.getClass().isNpc() && actor.getClass().getNpcStats(actor).isWerewolf())
combatDistance *= (fCombatDistanceWerewolfMod + 1.0f);
if (dist < combatDistance)
dist *= combatDistance;
return dist;
}
bool canFight(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
{
ESM::Position actorPos = actor.getRefData().getPosition();
ESM::Position enemyPos = enemy.getRefData().getPosition();
if (isTargetMagicallyHidden(enemy) && !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(enemy, actor))
{
return false;
}
if (actor.getClass().isPureWaterCreature(actor))
{
if (!MWBase::Environment::get().getWorld()->isWading(enemy))
return false;
}
float atDist = getMaxAttackDistance(actor);
if (atDist > getDistanceMinusHalfExtents(actor, enemy)
&& atDist > std::abs(actorPos.pos[2] - enemyPos.pos[2]))
{
if (MWBase::Environment::get().getWorld()->getLOS(actor, enemy))
return true;
}
if (actor.getClass().isPureLandCreature(actor) && MWBase::Environment::get().getWorld()->isWalkingOnWater(enemy))
{
return false;
}
if (actor.getClass().isPureFlyingCreature(actor) || actor.getClass().isPureLandCreature(actor))
{
if (MWBase::Environment::get().getWorld()->isSwimming(enemy))
return false;
}
if (actor.getClass().isBipedal(actor) || !actor.getClass().canFly(actor))
{
if (enemy.getClass().getCreatureStats(enemy).getMagicEffects().get(ESM::MagicEffect::Levitate).getMagnitude() > 0)
{
float attackDistance = getMaxAttackDistance(actor);
if ((attackDistance + actorPos.pos[2]) < enemyPos.pos[2])
{
if (enemy.getCell()->isExterior())
{
if (attackDistance < (enemyPos.pos[2] - MWBase::Environment::get().getWorld()->getTerrainHeightAt(enemyPos.asVec3())))
return false;
}
}
}
}
if (!actor.getClass().canWalk(actor) && !actor.getClass().isBipedal(actor))
return true;
if (actor.getClass().getCreatureStats(actor).getMagicEffects().get(ESM::MagicEffect::Levitate).getMagnitude() > 0)
return true;
if (MWBase::Environment::get().getWorld()->isSwimming(actor))
return true;
if (getDistanceMinusHalfExtents(actor, enemy, true) <= 0.0f)
return false;
return true;
}
float vanillaRateFlee(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy)
{
const CreatureStats& stats = actor.getClass().getCreatureStats(actor);
const MWWorld::Store<ESM::GameSetting>& gmst = MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
const int flee = stats.getAiSetting(AiSetting::Flee).getModified();
if (flee >= 100)
return flee;
static const float fAIFleeHealthMult = gmst.find("fAIFleeHealthMult")->mValue.getFloat();
static const float fAIFleeFleeMult = gmst.find("fAIFleeFleeMult")->mValue.getFloat();
float healthPercentage = stats.getHealth().getRatio(false);
float rating = (1.0f - healthPercentage) * fAIFleeHealthMult + flee * fAIFleeFleeMult;
static const int iWereWolfLevelToAttack = gmst.find("iWereWolfLevelToAttack")->mValue.getInteger();
if (actor.getClass().isNpc() && enemy.getClass().isNpc())
{
if (enemy.getClass().getNpcStats(enemy).isWerewolf() && stats.getLevel() < iWereWolfLevelToAttack)
{
static const int iWereWolfFleeMod = gmst.find("iWereWolfFleeMod")->mValue.getInteger();
rating = iWereWolfFleeMod;
}
}
if (rating != 0.0f)
rating += getFightDistanceBias(actor, enemy);
return rating;
}
bool makeFleeDecision(const MWWorld::Ptr& actor, const MWWorld::Ptr& enemy, float antiFleeRating)
{
float fleeRating = vanillaRateFlee(actor, enemy);
if (fleeRating < 100.0f)
fleeRating = 0.0f;
if (fleeRating > antiFleeRating)
return true;
// Run away after summoning a creature if we have nothing to use but fists.
if (antiFleeRating == 0.0f && !actor.getClass().getCreatureStats(actor).getSummonedCreatureMap().empty())
return true;
return false;
}
}