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OpenMW/apps/openmw/mwmechanics/autocalcspell.hpp
2023-08-20 10:28:46 +02:00

42 lines
1.4 KiB
C++

#ifndef OPENMW_AUTOCALCSPELL_H
#define OPENMW_AUTOCALCSPELL_H
#include "creaturestats.hpp"
#include <components/esm/refid.hpp>
#include <map>
#include <string>
#include <vector>
namespace ESM
{
struct Spell;
struct Race;
}
namespace MWMechanics
{
/// Contains algorithm for calculating an NPC's spells based on stats
/// @note We might want to move this code to a component later, so the editor can use it for preview purposes
std::vector<ESM::RefId> autoCalcNpcSpells(const std::map<ESM::RefId, SkillValue>& actorSkills,
const std::map<ESM::RefId, AttributeValue>& actorAttributes, const ESM::Race* race);
std::vector<ESM::RefId> autoCalcPlayerSpells(const std::map<ESM::RefId, SkillValue>& actorSkills,
const std::map<ESM::RefId, AttributeValue>& actorAttributes, const ESM::Race* race);
// Helpers
bool attrSkillCheck(const ESM::Spell* spell, const std::map<ESM::RefId, SkillValue>& actorSkills,
const std::map<ESM::RefId, AttributeValue>& actorAttributes);
void calcWeakestSchool(const ESM::Spell* spell, const std::map<ESM::RefId, SkillValue>& actorSkills,
ESM::RefId& effectiveSchool, float& skillTerm);
float calcAutoCastChance(const ESM::Spell* spell, const std::map<ESM::RefId, SkillValue>& actorSkills,
const std::map<ESM::RefId, AttributeValue>& actorAttributes, ESM::RefId effectiveSchool);
}
#endif