forked from teamnwah/openmw-tes3coop
Feature #391 Dummy AI package classes
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parent
e6c8e1f0d7
commit
4b939c7521
9 changed files with 34 additions and 142 deletions
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@ -63,7 +63,7 @@ add_openmw_dir (mwclass
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add_openmw_dir (mwmechanics
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mechanicsmanagerimp stat creaturestats magiceffects movement actors drawstate spells
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activespells npcstats aipackage aisequence alchemy aiwander aitravel aifallow aiescort
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activespells npcstats aipackage aisequence alchemy aiwander aitravel aifollow aiescort aiactivate
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)
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add_openmw_dir (mwbase
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@ -1,25 +1,18 @@
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#include "aiescort.hpp"
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#include <iostream>
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MWMechanics::AiEscort::AiEscort(std::string ActorID,int Duration, float X, float Y, float Z, bool Reset)
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MWMechanics::AiEscort::AiEscort(const std::string &ActorID,int Duration, float X, float Y, float Z):
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mActorID(ActorID), mDuration(Duration), mX(X), mY(Y), mZ(Z)
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{
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mActorID = ActorID;
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mDuration = Duration;
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mX = X;
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mY = Y;
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mZ = Z;
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mReset = Reset;
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}
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MWMechanics::AiEscort *MWMechanics::AiEscort::clone() const
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{
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AiEscort * temp = new AiEscort(*this);
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return temp;
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return new AiEscort(*this);
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}
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bool MWMechanics::AiEscort::execute (const MWWorld::Ptr& actor)
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{
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std::cout << "AiEscort complted. \n";
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std::cout << "AiEscort completed. \n";
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return true;
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}
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@ -40,10 +33,6 @@ float MWMechanics::AiEscort::getZ()
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{
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return mZ;
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}
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bool MWMechanics::AiEscort::getReset()
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{
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return mReset;
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}
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std::string MWMechanics::AiEscort::getActorID()
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{
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@ -1,21 +1,15 @@
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#ifndef AIESCORT_H
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#define AIESCORT_H
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#ifndef GAME_MWMECHANICS_AIESCORT_H
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#define GAME_MWMECHANICS_AIESCORT_H
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#include "aipackage.hpp"
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#include <iostream>
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#include <vector>
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namespace MWWorld
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{
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class Ptr;
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}
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#include "aipackage.hpp"
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#include <string>
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namespace MWMechanics
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{
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class AiEscort : public AiPackage
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{
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public:
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AiEscort(std::string ActorID,int Duration, float X, float Y, float Z, bool Reset = false);
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AiEscort(const std::string &ActorID,int Duration, float X, float Y, float Z);
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virtual AiEscort *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor);
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@ -25,7 +19,6 @@ class AiEscort : public AiPackage
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float getX();
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float getY();
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float getZ();
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bool getReset();
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std::string getActorID();
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int getDuration();
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@ -35,7 +28,7 @@ class AiEscort : public AiPackage
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float mY;
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float mZ;
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int mDuration;
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bool mReset;
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};
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}
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#endif // AIESCORT_H
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#endif
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@ -1,27 +0,0 @@
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#include "aifallow.hpp"
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MWMechanics::AiFallow::AiFallow(std::string ActorID,float duration, float X, float Y, float Z, bool Reset)
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{
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mActorID = ActorID;
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mDuration = duration;
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mX = X;
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mY = Y;
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mZ = Z;
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mReset = Reset;
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}
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MWMechanics::AiFallow *MWMechanics::AiFallow::clone() const
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{
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AiFallow * temp = new AiFallow(*this);
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return temp;
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}
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bool MWMechanics::AiFallow::execute (const MWWorld::Ptr& actor)
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{
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std::cout << "AiFallow complited. \n";
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return true;
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}
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int MWMechanics::AiFallow::getTypeId() const
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{
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return 3;
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}
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@ -1,36 +0,0 @@
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#ifndef AIFALLOW_H
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#define AIFALLOW_H
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#include "aipackage.hpp"
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#include <string>
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#include <iostream>
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namespace MWWorld
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{
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class Ptr;
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}
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namespace MWMechanics
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{
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class AiFallow : AiPackage
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{
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public:
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AiFallow(std::string ActorID,float duration, float X, float Y, float Z, bool Reset = false);
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virtual AiFallow *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor);
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///< \return Package completed?
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virtual int getTypeId() const;
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///< 0: Wanter, 1 Travel, 2 Escort, 3 Follo
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private:
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float mDuration;
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float mX;
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float mY;
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float mZ;
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bool mReset;
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std::string mActorID;
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};
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}
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#endif // AIFALLOW_H
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@ -1,22 +1,22 @@
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#include "aitravel.hpp"
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#include <iostream>
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MWMechanics::AiTravel::AiTravel(float x, float y, float z, bool reset)
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MWMechanics::AiTravel::AiTravel(float x, float y, float z):
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mX(x),mY(y),mZ(z)
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{
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mX = x;
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mY = y;
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mZ = z;
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mReset = reset;
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}
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MWMechanics::AiTravel * MWMechanics::AiTravel::clone() const
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{
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AiTravel * temp = new AiTravel(*this);
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return temp;
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return new AiTravel(*this);
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}
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bool MWMechanics::AiTravel::execute (const MWWorld::Ptr& actor)
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{
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std::cout << "AiTravel complited. \n";
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std::cout << "AiTravel completed.\n";
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return true;
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}
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int MWMechanics::AiTravel::getTypeId() const
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{
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return 1;
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@ -27,7 +27,6 @@ float MWMechanics::AiTravel::getX()
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return mX;
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}
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float MWMechanics::AiTravel::getY()
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{
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return mY;
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@ -38,7 +37,3 @@ float MWMechanics::AiTravel::getZ()
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return mZ;
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}
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bool MWMechanics::AiTravel::getReset()
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{
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return mReset;
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}
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@ -1,20 +1,14 @@
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#ifndef AITRAVEL_HPP_INCLUDED
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#define AITRAVEL_HPP_INCLUDED
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#ifndef GAME_MWMECHANICS_AITRAVEL_H
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#define GAME_MWMECHANICS_AITRAVEL_H
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#include "aipackage.hpp"
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#include <iostream>
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namespace MWWorld
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{
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class Ptr;
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}
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namespace MWMechanics
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{
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class AiTravel : public AiPackage
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{
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public:
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AiTravel(float x, float y, float z, bool reset = false);
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AiTravel(float x, float y, float z);
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virtual AiTravel *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor);
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@ -24,14 +18,14 @@ class AiTravel : public AiPackage
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float getX();
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float getY();
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float getZ();
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bool getReset();
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private:
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float mX;
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float mY;
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float mZ;
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bool mReset;
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};
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}
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#endif // AITRAVEL_HPP_INCLUDED
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#endif
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@ -1,12 +1,9 @@
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#include "aiwander.hpp"
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#include <iostream>
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MWMechanics::AiWander::AiWander(int distance, int duration, int timeOfDay,std::vector<int> Idle,bool reset)
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MWMechanics::AiWander::AiWander(int distance, int duration, int timeOfDay,std::vector<int> Idle):
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mDistance(distance), mDuration(duration), mTimeOfDay(timeOfDay), mIdle(Idle)
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{
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mDistance = distance;
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mDuration = duration;
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mTimeOfDay = timeOfDay;
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mIdle = Idle;
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mReset = reset;
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}
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int MWMechanics::AiWander::getDistance() const
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@ -24,11 +21,6 @@ int MWMechanics::AiWander::getTimeOfDay() const
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return mTimeOfDay;
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}
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bool MWMechanics::AiWander::getReset() const
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{
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return mReset;
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}
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MWMechanics::AiPackage * MWMechanics::AiWander::clone() const
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{
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return new AiWander(*this);
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bool MWMechanics::AiWander::execute (const MWWorld::Ptr& actor)
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{
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std::cout << "AiWadner complited. \n";
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std::cout << "AiWadner completed.\n";
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return true;
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}
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@ -1,15 +1,9 @@
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#ifndef AIWANDER_H
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#define AIWANDER_H
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#ifndef GAME_MWMECHANICS_AIWANDER_H
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#define GAME_MWMECHANICS_AIWANDER_H
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#include "aipackage.hpp"
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#include <iostream>
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#include <vector>
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namespace MWWorld
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{
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class Ptr;
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}
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namespace MWMechanics
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{
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@ -17,7 +11,7 @@ class AiWander : public AiPackage
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{
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public:
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AiWander(int distance, int duration, int timeOfDay,std::vector<int> Idle,bool reset=false);
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AiWander(int distance, int duration, int timeOfDay,std::vector<int> Idle);
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virtual AiPackage *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor);
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///< \return Package completed?
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int getDistance() const;
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int getDuration()const;
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int getTimeOfDay()const;
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bool getReset()const;
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int getIdle(int index) const;
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private:
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int mDuration;
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int mTimeOfDay;
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std::vector<int> mIdle;
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bool mReset;
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};
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}
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