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npcmove.cpp
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npcmove.cpp
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#include <sstream>
#include "npc.h"
#include "rng.h"
#include "game.h"
#include "line.h"
#define TARGET_PLAYER -2
// A list of items used for escape, in order from least to most valuable
#ifndef NUM_ESCAPE_ITEMS
#define NUM_ESCAPE_ITEMS 11
itype_id ESCAPE_ITEMS[NUM_ESCAPE_ITEMS] = {
itm_cola, itm_caffeine, itm_energy_drink, itm_canister_goo, itm_smokebomb,
itm_smokebomb_act, itm_adderall, itm_coke, itm_meth, itm_teleporter,
itm_pheromone
};
#endif
// A list of alternate attack items (e.g. grenades), from least to most valuable
#ifndef NUM_ALT_ATTACK_ITEMS
#define NUM_ALT_ATTACK_ITEMS 16
itype_id ALT_ATTACK_ITEMS[NUM_ALT_ATTACK_ITEMS] = {
itm_knife_combat, itm_spear_wood, itm_molotov, itm_pipebomb, itm_grenade,
itm_gasbomb, itm_bot_manhack, itm_tazer, itm_dynamite, itm_mininuke,
itm_molotov_lit, itm_pipebomb_act, itm_grenade_act, itm_gasbomb_act,
itm_dynamite_act, itm_mininuke_act
};
#endif
std::string npc_action_name(npc_action action);
bool thrown_item(item *used);
// Used in npc::drop_items()
struct ratio_index
{
double ratio;
int index;
ratio_index(double R, int I) : ratio (R), index (I) {};
};
// class npc functions!
void npc::move(game *g)
{
npc_action action = npc_undecided;
int danger = 0, total_danger = 0, target = -1;
choose_monster_target(g, target, danger, total_danger);
if (g->debugmon)
debugmsg("NPC %s: target = %d, danger = %d, range = %d",
name.c_str(), target, danger, confident_range(-1));
if (is_enemy()) {
int pl_danger = player_danger( &(g->u) );
if (pl_danger > danger || target == -1) {
target = TARGET_PLAYER;
danger = pl_danger;
if (g->debugmon)
debugmsg("NPC %s: Set target to PLAYER, danger = %d", name.c_str(), danger);
}
}
// TODO: Place player-aiding actions here, with a weight
//if (!bravery_check(danger) || !bravery_check(total_danger) ||
if (target == TARGET_PLAYER && attitude == NPCATT_FLEE)
action = method_of_fleeing(g, target);
else if (danger > 0 || (target == TARGET_PLAYER && attitude == NPCATT_KILL))
action = method_of_attack(g, target, danger);
else { // No present danger
action = address_needs(g, danger);
if (g->debugmon)
debugmsg("address_needs %s", npc_action_name(action).c_str());
if (action == npc_undecided)
action = address_player(g);
if (g->debugmon)
debugmsg("address_player %s", npc_action_name(action).c_str());
if (action == npc_undecided) {
if (mission == NPC_MISSION_SHELTER || has_disease(DI_INFECTION))
action = npc_pause;
else if (has_new_items)
action = scan_new_items(g, target);
else if (!fetching_item)
find_item(g);
if (g->debugmon)
debugmsg("find_item %s", npc_action_name(action).c_str());
if (fetching_item) // Set to true if find_item() found something
action = npc_pickup;
else if (is_following()) // No items, so follow the player?
action = npc_follow_player;
else // Do our long-term action
action = long_term_goal_action(g);
if (g->debugmon)
debugmsg("long_term_goal_action %s", npc_action_name(action).c_str());
}
}
/* Sometimes we'll be following the player at this point, but close enough that
* "following" means standing still. If that's the case, if there are any
* monsters around, we should attack them after all!
*/
if (action == npc_follow_player && danger > 0 &&
rl_dist(posx, posy, g->u.posx, g->u.posy) <= follow_distance())
action = method_of_attack(g, target, danger);
if (g->debugmon)
debugmsg("%s chose action %s.", name.c_str(), npc_action_name(action).c_str());
execute_action(g, action, target);
}
void npc::execute_action(game *g, npc_action action, int target)
{
int oldmoves = moves;
int tarx = posx, tary = posy;
int linet, light = g->light_level();
if (target == -2) {
tarx = g->u.posx;
tary = g->u.posy;
} else if (target >= 0) {
tarx = g->z[target].posx;
tary = g->z[target].posy;
}
/*
debugmsg("%s ran execute_action() with target = %d! Action %s",
name.c_str(), target, npc_action_name(action).c_str());
*/
std::vector<point> line;
if (tarx != posx || tary != posy) {
int linet, dist = sight_range(g->light_level());
if (g->m.sees(posx, posy, tarx, tary, dist, linet))
line = line_to(posx, posy, tarx, tary, linet);
else
line = line_to(posx, posy, tarx, tary, 0);
}
switch (action) {
case npc_pause:
move_pause();
break;
case npc_reload: {
moves -= weapon.reload_time(*this);
int ammo_index = weapon.pick_reload_ammo(*this, false);
if (!weapon.reload(*this, ammo_index))
debugmsg("NPC reload failed.");
recoil = 6;
if (g->u_see(posx, posy, linet))
g->add_msg("%s reloads %s %s.", name.c_str(), (male ? "his" : "her"),
weapon.tname().c_str());
} break;
case npc_sleep:
/* TODO: Open a dialogue with the player, allowing us to ask if it's alright if
* we get some sleep, how long watch shifts should be, etc.
*/
//add_disease(DI_LYING_DOWN, 300, g);
if (is_friend() && g->u_see(posx, posy, linet))
say(g, "I'm going to sleep.");
break;
case npc_pickup:
pick_up_item(g);
break;
case npc_escape_item:
use_escape_item(g, choose_escape_item(), target);
break;
case npc_wield_melee:
wield_best_melee(g);
break;
case npc_wield_loaded_gun:
{
int index = -1, max = 0;
for (int i = 0; i < inv.size(); i++) {
if (inv[i].is_gun() && inv[i].charges > max) {
max = inv[i].charges;
index = i;
}
}
if (index == -1) {
debugmsg("NPC tried to wield a loaded gun, but has none!");
move_pause();
} else
wield(g, index);
} break;
case npc_wield_empty_gun:
{
bool ammo_found = false;
int index = -1;
for (int i = 0; i < inv.size(); i++) {
bool am = (inv[i].is_gun() &&
has_ammo( (dynamic_cast<it_gun*>(inv[i].type))->ammo ).size() > 0);
if (inv[i].is_gun() && (!ammo_found || am)) {
index = i;
ammo_found = (ammo_found || am);
}
}
if (index == -1) {
debugmsg("NPC tried to wield a gun, but has none!");
move_pause();
} else
wield(g, index);
} break;
case npc_heal:
heal_self(g);
break;
case npc_use_painkiller:
use_painkiller(g);
break;
case npc_eat:
pick_and_eat(g);
break;
case npc_drop_items:
/*
drop_items(g, weight_carried() - weight_capacity() / 4,
volume_carried() - volume_capacity());
*/
move_pause();
break;
case npc_flee:
// TODO: More intelligent fleeing
move_away_from(g, tarx, tary);
break;
case npc_melee:
update_path(g, tarx, tary);
if (path.size() > 1)
move_to_next(g);
else if (path.size() == 1) {
if (target >= 0)
melee_monster(g, target);
else if (target == TARGET_PLAYER)
melee_player(g, g->u);
} else
look_for_player(g, g->u);
break;
case npc_shoot:
g->fire(*this, tarx, tary, line, false);
break;
case npc_shoot_burst:
g->fire(*this, tarx, tary, line, true);
break;
case npc_alt_attack:
alt_attack(g, target);
break;
case npc_look_for_player:
if (saw_player_recently() && g->m.sees(posx, posy, plx, ply, light, linet)) {
// (plx, ply) is the point where we last saw the player
update_path(g, plx, ply);
move_to_next(g);
} else
look_for_player(g, g->u);
break;
case npc_heal_player:
update_path(g, g->u.posx, g->u.posy);
if (path.size() == 1) // We're adjacent to u, and thus can heal u
heal_player(g, g->u);
else if (path.size() > 0)
move_to_next(g);
else
move_pause();
break;
case npc_follow_player:
update_path(g, g->u.posx, g->u.posy);
if (path.size() <= follow_distance()) // We're close enough to u.
move_pause();
else if (path.size() > 0)
move_to_next(g);
else
move_pause();
break;
case npc_talk_to_player:
talk_to_u(g);
moves = 0;
break;
case npc_mug_player:
update_path(g, g->u.posx, g->u.posy);
if (path.size() == 1) // We're adjacent to u, and thus can mug u
mug_player(g, g->u);
else if (path.size() > 0)
move_to_next(g);
else
move_pause();
break;
case npc_goto_destination:
go_to_destination(g);
break;
case npc_avoid_friendly_fire:
avoid_friendly_fire(g, target);
break;
default:
debugmsg("Unknown NPC action (%d)", action);
}
if (oldmoves == moves) {
debugmsg("NPC didn't use its moves. Action %d. Turning on debug mode.", action);
g->debugmon = true;
}
}
void npc::choose_monster_target(game *g, int &enemy, int &danger,
int &total_danger)
{
int linet = 0;
bool defend_u = g->sees_u(posx, posy, linet) && is_defending();
int highest_priority = 0;
total_danger = 0;
for (int i = 0; i < g->z.size(); i++) {
monster *mon = &(g->z[i]);
if (g->pl_sees(this, mon, linet)) {
int distance = (100 * rl_dist(posx, posy, mon->posx, mon->posy)) /
mon->speed;
double hp_percent = (mon->type->hp - mon->hp) / mon->type->hp;
int priority = mon->type->difficulty * (1 + hp_percent) - distance;
int monster_danger = (mon->type->difficulty * mon->hp) / mon->type->hp;
if (!mon->is_fleeing(*this))
monster_danger++;
if (mon->friendly != 0) {
priority = -999;
monster_danger *= -1;
}/* else if (mon->speed < current_speed(g)) {
priority -= 10;
monster_danger -= 10;
} else
priority *= 1 + (.1 * distance);
*/
total_danger += int(monster_danger / (distance == 0 ? 1 : distance));
bool okay_by_rules = true;
if (is_following()) {
switch (combat_rules.engagement) {
case ENGAGE_NONE:
okay_by_rules = false;
break;
case ENGAGE_CLOSE:
okay_by_rules = (distance <= 6);
break;
case ENGAGE_WEAK:
okay_by_rules = (mon->hp <= average_damage_dealt());
break;
case ENGAGE_HIT:
okay_by_rules = (mon->has_effect(ME_HIT_BY_PLAYER));
break;
}
}
if (okay_by_rules && monster_danger > danger) {
danger = monster_danger;
if (enemy == -1) {
highest_priority = priority;
enemy = i;
}
}
if (okay_by_rules && priority > highest_priority) {
highest_priority = priority;
enemy = i;
} else if (okay_by_rules && defend_u) {
priority = mon->type->difficulty * (1 + hp_percent);
distance = (100 * rl_dist(g->u.posx, g->u.posy, mon->posx, mon->posy)) /
mon->speed;
priority -= distance;
if (mon->speed < current_speed(g))
priority -= 10;
priority *= (personality.bravery + personality.altruism + op_of_u.value) /
15;
if (priority > highest_priority) {
highest_priority = priority;
enemy = i;
}
}
}
}
}
npc_action npc::method_of_fleeing(game *g, int enemy)
{
int speed = (enemy == TARGET_PLAYER ? g->u.current_speed(g) :
g->z[enemy].speed);
point enemy_loc = (enemy == TARGET_PLAYER ? point(g->u.posx, g->u.posy) :
point(g->z[enemy].posx, g->z[enemy].posy));
int distance = rl_dist(posx, posy, enemy_loc.x, enemy_loc.y);
if (choose_escape_item() >= 0) // We have an escape item!
return npc_escape_item;
if (speed > 0 && (100 * distance) / speed <= 4 && speed > current_speed(g))
return method_of_attack(g, enemy, -1); // Can't outrun, so attack
return npc_flee;
}
npc_action npc::method_of_attack(game *g, int target, int danger)
{
int tarx = posx, tary = posy;
bool can_use_gun = (!is_following() || combat_rules.use_guns),
can_use_grenades = (!is_following() || combat_rules.use_grenades);
if (target == TARGET_PLAYER) {
tarx = g->u.posx;
tary = g->u.posy;
} else if (target >= 0) {
tarx = g->z[target].posx;
tary = g->z[target].posy;
} else { // This function shouldn't be called...
debugmsg("Ran npc::method_of_attack without a target!");
return npc_pause;
}
int dist = rl_dist(posx, posy, tarx, tary), target_HP;
if (target == TARGET_PLAYER)
target_HP = g->u.hp_percentage() * g->u.hp_max[hp_torso];
else
target_HP = g->z[target].hp;
if (can_use_gun) {
if (need_to_reload() && can_reload())
return npc_reload;
if (emergency(danger_assessment(g)) && alt_attack_available(g))
return npc_alt_attack;
if (weapon.is_gun() && weapon.charges > 0) {
it_gun* gun = dynamic_cast<it_gun*>(weapon.type);
if (dist > confident_range()) {
if (can_reload() && enough_time_to_reload(g, target, weapon))
return npc_reload;
else
return npc_melee;
}
if (!wont_hit_friend(g, tarx, tary))
return npc_avoid_friendly_fire;
else if (dist <= confident_range() / 3 && weapon.charges >= gun->burst &&
gun->burst > 1 &&
(target_HP >= weapon.curammo->damage * 3 || emergency(danger * 2)))
return npc_shoot_burst;
else
return npc_shoot;
}
}
// Check if there's something better to wield
bool has_empty_gun = false, has_better_melee = false;
std::vector<int> empty_guns;
for (int i = 0; i < inv.size(); i++) {
if (can_use_gun && inv[i].is_gun() && inv[i].charges > 0)
return npc_wield_loaded_gun;
else if (can_use_gun && inv[i].is_gun() &&
enough_time_to_reload(g, target, inv[i])) {
has_empty_gun = true;
empty_guns.push_back(i);
} else if (inv[i].melee_value(sklevel) > weapon.melee_value(sklevel) * 1.1)
has_better_melee = true;
}
bool has_ammo_for_empty_gun = false;
for (int i = 0; i < empty_guns.size(); i++) {
for (int j = 0; j < inv.size(); j++) {
if (inv[j].is_ammo() &&
inv[j].ammo_type() == inv[ empty_guns[i] ].ammo_type())
has_ammo_for_empty_gun = true;
}
}
if (has_empty_gun && has_ammo_for_empty_gun)
return npc_wield_empty_gun;
else if (has_better_melee)
return npc_wield_melee;
return npc_melee;
}
npc_action npc::address_needs(game *g, int danger)
{
if (has_healing_item()) {
for (int i = 0; i < num_hp_parts; i++) {
hp_part part = hp_part(i);
if ((part == hp_head && hp_cur[i] <= 35) ||
(part == hp_torso && hp_cur[i] <= 25) ||
hp_cur[i] <= 15)
return npc_heal;
}
}
if (has_painkiller() && !took_painkiller() && pain - pkill >= 15)
return npc_use_painkiller;
if (can_reload())
return npc_reload;
if ((danger <= NPC_DANGER_VERY_LOW && (hunger > 40 || thirst > 40)) ||
thirst > 80 || hunger > 160)
return npc_eat;
/*
if (weight_carried() > weight_capacity() / 4 ||
volume_carried() > volume_capacity())
return npc_drop_items;
*/
/*
if (danger <= 0 && fatigue > 191)
return npc_sleep;
*/
// TODO: Mutation & trait related needs
// e.g. finding glasses; getting out of sunlight if we're an albino; etc.
return npc_undecided;
}
npc_action npc::address_player(game *g)
{
int linet;
if ((attitude == NPCATT_TALK || attitude == NPCATT_TRADE) &&
g->sees_u(posx, posy, linet)) {
if (rl_dist(posx, posy, g->u.posx, g->u.posy) <= 6)
return npc_talk_to_player; // Close enough to talk to you
else {
if (one_in(10))
say(g, "<lets_talk>");
return npc_follow_player;
}
}
if (attitude == NPCATT_MUG && g->sees_u(posx, posy, linet)) {
if (one_in(3))
say(g, "Don't move a <swear> muscle...");
return npc_mug_player;
}
if (attitude == NPCATT_WAIT_FOR_LEAVE) {
patience--;
if (patience <= 0) {
patience = 0;
attitude = NPCATT_KILL;
return method_of_attack(g, TARGET_PLAYER, player_danger( &(g->u) ));
}
return npc_undecided;
}
if (attitude == NPCATT_FLEE)
return npc_flee;
if (attitude == NPCATT_LEAD) {
if (rl_dist(posx, posy, g->u.posx, g->u.posy) >= 12 ||
!g->sees_u(posx, posy, linet)) {
int intense = disease_intensity(DI_CATCH_UP);
if (intense < 10) {
say(g, "<keep_up>");
add_disease(DI_CATCH_UP, 5, g, 1, 15);
return npc_pause;
} else if (intense == 10) {
say(g, "<im_leaving_you>");
add_disease(DI_CATCH_UP, 5, g, 1, 15);
return npc_pause;
} else
return npc_goto_destination;
} else
return npc_goto_destination;
}
return npc_undecided;
}
npc_action npc::long_term_goal_action(game *g)
{
if (g->debugmon)
debugmsg("long_term_goal_action()");
path.clear();
if (mission == NPC_MISSION_SHOPKEEP || mission == NPC_MISSION_SHELTER)
return npc_pause; // Shopkeeps just stay put.
// TODO: Follow / look for player
if (!has_destination())
set_destination(g);
return npc_goto_destination;
return npc_undecided;
}
bool npc::alt_attack_available(game *g)
{
for (int i = 0; i < NUM_ALT_ATTACK_ITEMS; i++) {
if ((!is_following() || combat_rules.use_grenades ||
!g->itypes[ALT_ATTACK_ITEMS[i]]->item_flags & mfb(IF_GRENADE)) &&
has_amount(ALT_ATTACK_ITEMS[i], 1))
return true;
}
return false;
}
int npc::choose_escape_item()
{
int best = -1, ret = -1;
for (int i = 0; i < inv.size(); i++) {
for (int j = 0; j < NUM_ESCAPE_ITEMS; j++) {
it_comest* food = NULL;
if (inv[i].is_food())
food = dynamic_cast<it_comest*>(inv[i].type);
if (inv[i].type->id == ESCAPE_ITEMS[j] &&
(food == NULL || stim < food->stim || // Avoid guzzling down
(food->stim >= 10 && stim < food->stim * 2)) && // Adderall etc.
(j > best || (j == best && inv[i].charges < inv[ret].charges))) {
ret = i;
best = j;
j = NUM_ESCAPE_ITEMS;
}
}
}
return ret;
}
void npc::use_escape_item(game *g, int index, int target)
{
if (index < 0 || index >= inv.size()) {
debugmsg("%s tried to use item %d (%d in inv)", name.c_str(), index,
inv.size());
move_pause();
return;
}
/* There is a static list of items that NPCs consider to be "escape items," so
* we can just use a switch here to decide what to do based on type. See
* ESCAPE_ITEMS, defined in npc.h
*/
item* used = &(inv[index]);
if (used->is_food() || used->is_food_container()) {
eat(g, index);
return;
}
if (used->is_tool()) {
it_tool* tool = dynamic_cast<it_tool*>(used->type);
iuse use;
(use.*tool->use)(g, this, used, false);
used->charges -= tool->charges_per_use;
if (used->invlet == 0)
inv.remove_item(index);
return;
}
debugmsg("NPC tried to use %s (%d) but it has no use?", used->tname().c_str(),
index);
move_pause();
}
// Index defaults to -1, i.e., wielded weapon
int npc::confident_range(int index)
{
if (index == -1 && (!weapon.is_gun() || weapon.charges <= 0))
return 1;
double deviation = 0;
int max = 0;
if (index == -1) {
it_gun* firing = dynamic_cast<it_gun*>(weapon.type);
// We want at least 50% confidence that missed_by will be < .5.
// missed_by = .00325 * deviation * range <= .5; deviation * range <= 156
// (range <= 156 / deviation) is okay, so confident range is (156 / deviation)
// Here we're using median values for deviation, for a around-50% estimate.
// See game::fire (ranged.cpp) for where these computations come from
if (sklevel[firing->skill_used] < 5)
deviation += 3.5 * (5 - sklevel[firing->skill_used]);
else
deviation -= 2.5 * (sklevel[firing->skill_used] - 5);
if (sklevel[sk_gun] < 3)
deviation += 1.5 * (3 - sklevel[sk_gun]);
else
deviation -= .5 * (sklevel[sk_gun] - 3);
if (per_cur < 8)
deviation += 2 * (9 - per_cur);
else
deviation -= (per_cur > 16 ? 8 : per_cur - 8);
if (dex_cur < 6)
deviation += 4 * (6 - dex_cur);
else if (dex_cur < 8)
deviation += 8 - dex_cur;
else if (dex_cur > 8)
deviation -= .5 * (dex_cur - 8);
deviation += .5 * encumb(bp_torso) + 2 * encumb(bp_eyes);
if (weapon.curammo == NULL) // This shouldn't happen, but it does sometimes
debugmsg("%s has NULL curammo!", name.c_str()); // TODO: investigate this bug
else {
deviation += .5 * weapon.curammo->accuracy;
max = weapon.range();
}
deviation += .5 * firing->accuracy;
deviation += 3 * recoil;
} else { // We aren't firing a gun, we're throwing something!
item *thrown = &(inv[index]);
max = throw_range(index); // The max distance we can throw
int deviation = 0;
if (sklevel[sk_throw] < 8)
deviation += rng(0, 8 - sklevel[sk_throw]);
else
deviation -= sklevel[sk_throw] - 6;
deviation += throw_dex_mod();
if (per_cur < 6)
deviation += rng(0, 8 - per_cur);
else if (per_cur > 8)
deviation -= per_cur - 8;
deviation += rng(0, encumb(bp_hands) * 2 + encumb(bp_eyes) + 1);
if (thrown->volume() > 5)
deviation += rng(0, 1 + (thrown->volume() - 5) / 4);
if (thrown->volume() == 0)
deviation += rng(0, 3);
deviation += rng(0, 1 + abs(str_cur - thrown->weight()));
}
// Using 180 for now for extra-confident NPCs.
int ret = (max > int(180 / deviation) ? max : int(180 / deviation));
if (ret > weapon.curammo->range)
return weapon.curammo->range;
return ret;
}
// Index defaults to -1, i.e., wielded weapon
bool npc::wont_hit_friend(game *g, int tarx, int tary, int index)
{
int linet = 0, dist = sight_range(g->light_level());
int confident = confident_range(index);
if (rl_dist(posx, posy, tarx, tary) <= int(confident * .8))
return true; // If we're *really* sure that our aim is dead-on
std::vector<point> traj;
if (g->m.sees(posx, posy, tarx, tary, dist, linet))
traj = line_to(posx, posy, tarx, tary, linet);
else
traj = line_to(posx, posy, tarx, tary, 0);
for (int i = 0; i < traj.size(); i++) {
int dist = rl_dist(posx, posy, tarx, tary);
int deviation = int(dist / confident);
for (int x = traj[i].x - deviation; x <= traj[i].x + deviation; x++) {
for (int y = traj[i].y - deviation; y <= traj[i].y + deviation; y++) {
// Hit the player?
if (is_friend() && g->u.posx == x && g->u.posy == y)
return false;
// Hit a friendly monster?
/*
for (int n = 0; n < g->z.size(); n++) {
if (g->z[n].friendly != 0 && g->z[n].posx == x && g->z[n].posy == y)
return false;
}
*/
// Hit an NPC that's on our team?
/*
for (int n = 0; n < g->active_npc.size(); n++) {
npc* guy = &(g->active_npc[n]);
if (guy != this && (is_friend() == guy->is_friend()) &&
guy->posx == x && guy->posy == y)
return false;
}
*/
}
}
}
return true;
}
bool npc::can_reload()
{
if (!weapon.is_gun())
return false;
it_gun* gun = dynamic_cast<it_gun*> (weapon.type);
return (weapon.charges < gun->clip && has_ammo(gun->ammo).size() > 0);
}
bool npc::need_to_reload()
{
if (!weapon.is_gun())
return false;
it_gun* gun = dynamic_cast<it_gun*> (weapon.type);
return (weapon.charges < gun->clip * .1);
}
bool npc::enough_time_to_reload(game *g, int target, item &gun)
{
int rltime = gun.reload_time(*this);
double turns_til_reloaded = rltime / current_speed(g);
int dist, speed, linet;
if (target == TARGET_PLAYER) {
if (g->sees_u(posx, posy, linet) && g->u.weapon.is_gun() && rltime > 200)
return false; // Don't take longer than 2 turns if player has a gun
dist = rl_dist(posx, posy, g->u.posx, g->u.posy);
speed = speed_estimate(g->u.current_speed(g));
} else if (target >= 0) {
dist = rl_dist(posx, posy, g->z[target].posx, g->z[target].posy);
speed = speed_estimate(g->z[target].speed);
} else
return true; // No target, plenty of time to reload
double turns_til_reached = (dist * 100) / speed;
return (turns_til_reloaded < turns_til_reached);
}
void npc::update_path(game *g, int x, int y)
{
if (path.empty()) {
path = g->m.route(posx, posy, x, y);
return;
}
point last = path[path.size() - 1];
if (last.x == x && last.y == y)
return; // Our path already leads to that point, no need to recalculate
path = g->m.route(posx, posy, x, y);
if (!path.empty() && path[0].x == posx && path[0].y == posy)
path.erase(path.begin());
}
bool npc::can_move_to(game *g, int x, int y)
{
if ((g->m.move_cost(x, y) > 0 || g->m.has_flag(bashable, x, y)) &&
rl_dist(posx, posy, x, y) <= 1)
return true;
return false;
}
void npc::move_to(game *g, int x, int y)
{
if (has_disease(DI_DOWNED)) {
moves -= 100;
return;
}
if (recoil > 0) { // Start by dropping recoil a little
if (int(str_cur / 2) + sklevel[sk_gun] >= recoil)
recoil = 0;
else {
recoil -= int(str_cur / 2) + sklevel[sk_gun];
recoil = int(recoil / 2);
}
}
if (has_disease(DI_STUNNED)) {
x = rng(posx - 1, posx + 1);
y = rng(posy - 1, posy + 1);
}
if (rl_dist(posx, posy, x, y) > 1) {
/*
debugmsg("Tried to move_to more than one space! (%d, %d) to (%d, %d)",
posx, posy, x, y);
debugmsg("Route is size %d.", path.size());
*/
int linet;
std::vector<point> newpath;
if (g->m.sees(posx, posy, x, y, -1, linet))
newpath = line_to(posx, posy, x, y, linet);
x = newpath[0].x;
y = newpath[0].y;
}
if (x == posx && y == posy) // We're just pausing!
moves -= 100;
else if (g->mon_at(x, y) != -1) { // Shouldn't happen, but it might.
monster *m = &(g->z[g->mon_at(x, y)]);
//debugmsg("Bumped into a monster, %d, a %s",g->mon_at(x, y),m->name().c_str());
melee_monster(g, g->mon_at(x, y));
} else if (g->u.posx == x && g->u.posy == y) {
say(g, "<let_me_pass>");
moves -= 100;
} else if (g->npc_at(x, y) != -1)
// TODO: Determine if it's an enemy NPC (hit them), or a friendly in the way
moves -= 100;
else if (g->m.move_cost(x, y) > 0) {
posx = x;
posy = y;
moves -= run_cost(g->m.move_cost(x, y) * 50);
} else if (g->m.open_door(x, y, (g->m.ter(posx, posy) == t_floor)))
moves -= 100;
else if (g->m.has_flag(bashable, x, y)) {
moves -= 110;
std::string bashsound;
int smashskill = int(str_cur / 2 + weapon.type->melee_dam);
g->m.bash(x, y, smashskill, bashsound);
g->sound(x, y, 18, bashsound);
} else
moves -= 100;
}
void npc::move_to_next(game *g)
{
if (path.empty()) {
debugmsg("npc::move_to_next() called with an empty path!");
move_pause();
return;
}
while (posx == path[0].x && posy == path[0].y)
path.erase(path.begin());
move_to(g, path[0].x, path[0].y);
if (posx == path[0].x && posy == path[0].y) // Move was successful
path.erase(path.begin());
}
// TODO: Rewrite this. It doesn't work well and is ugly.
void npc::avoid_friendly_fire(game *g, int target)
{
int tarx, tary;
if (target == TARGET_PLAYER) {
tarx = g->u.posx;
tary = g->u.posy;
} else if (target >= 0) {
tarx = g->z[target].posx;
tary = g->z[target].posy;
if (!one_in(3))
say(g, "<move> so I can shoot that %s!", g->z[target].name().c_str());
} else {
debugmsg("npc::avoid_friendly_fire() called with no target!");
move_pause();
return;
}
int xdir = (tarx > posx ? 1 : -1), ydir = (tary > posy ? 1 : -1);
direction dir_to_target = direction_from(posx, posy, tarx, tary);
std::vector<point> valid_moves;
/* Ugh, big ugly switch. This fills valid_moves with a list of moves from most
* desirable to least; the only two moves excluded are those along the line of
* sight.
* TODO: Use some math instead of a big ugly switch.
*/
switch (dir_to_target) {
case NORTH:
valid_moves.push_back(point(posx + xdir, posy));
valid_moves.push_back(point(posx - xdir, posy));
valid_moves.push_back(point(posx + xdir, posy + 1));
valid_moves.push_back(point(posx - xdir, posy + 1));
valid_moves.push_back(point(posx + xdir, posy - 1));
valid_moves.push_back(point(posx - xdir, posy - 1));
break;
case NORTHEAST:
valid_moves.push_back(point(posx + 1, posy + 1));
valid_moves.push_back(point(posx - 1, posy - 1));
valid_moves.push_back(point(posx - 1, posy ));
valid_moves.push_back(point(posx , posy + 1));
valid_moves.push_back(point(posx + 1, posy ));
valid_moves.push_back(point(posx , posy - 1));
break;
case EAST:
valid_moves.push_back(point(posx, posy - 1));
valid_moves.push_back(point(posx, posy + 1));
valid_moves.push_back(point(posx - 1, posy - 1));
valid_moves.push_back(point(posx - 1, posy + 1));
valid_moves.push_back(point(posx + 1, posy - 1));
valid_moves.push_back(point(posx + 1, posy + 1));
break;
case SOUTHEAST:
valid_moves.push_back(point(posx + 1, posy - 1));
valid_moves.push_back(point(posx - 1, posy + 1));
valid_moves.push_back(point(posx + 1, posy ));
valid_moves.push_back(point(posx , posy + 1));
valid_moves.push_back(point(posx - 1, posy ));
valid_moves.push_back(point(posx , posy - 1));
break;
case SOUTH:
valid_moves.push_back(point(posx + xdir, posy));
valid_moves.push_back(point(posx - xdir, posy));
valid_moves.push_back(point(posx + xdir, posy - 1));
valid_moves.push_back(point(posx - xdir, posy - 1));
valid_moves.push_back(point(posx + xdir, posy + 1));
valid_moves.push_back(point(posx - xdir, posy + 1));
break;
case SOUTHWEST: