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@ -29,7 +29,7 @@
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#include "aicombat.hpp"
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#include "aifollow.hpp"
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#include "aipersue.hpp"
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#include "aipursue.hpp"
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namespace
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{
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@ -719,7 +719,7 @@ namespace MWMechanics
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CreatureStats& creatureStats = MWWorld::Class::get(ptr).getCreatureStats(ptr);
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NpcStats& npcStats = MWWorld::Class::get(ptr).getNpcStats(ptr);
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if (ptr.getClass().isClass(ptr, "Guard") && creatureStats.getAiSequence().getTypeId() != AiPackage::TypeIdPersue && !creatureStats.isHostile())
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if (ptr.getClass().isClass(ptr, "Guard") && creatureStats.getAiSequence().getTypeId() != AiPackage::TypeIdPursue && !creatureStats.isHostile())
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{
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/// \todo Move me! I shouldn't be here...
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const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore();
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@ -731,7 +731,7 @@ namespace MWMechanics
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&& MWBase::Environment::get().getWorld()->getLOS(ptr, player)
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&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr))
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{
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creatureStats.getAiSequence().stack(AiPersue(player.getClass().getId(player)), ptr);
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creatureStats.getAiSequence().stack(AiPursue(player.getClass().getId(player)), ptr);
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creatureStats.setAlarmed(true);
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npcStats.setCrimeId(MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId());
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}
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@ -740,12 +740,12 @@ namespace MWMechanics
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// if I was a witness to a crime
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if (npcStats.getCrimeId() != -1)
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{
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// if you've payed for your crimes and I havent noticed
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// if you've paid for your crimes and I havent noticed
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if( npcStats.getCrimeId() <= MWBase::Environment::get().getWorld()->getPlayer().getCrimeId() )
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{
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// Calm witness down
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if (ptr.getClass().isClass(ptr, "Guard"))
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creatureStats.getAiSequence().stopPersue();
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creatureStats.getAiSequence().stopPursuit();
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creatureStats.getAiSequence().stopCombat();
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// Reset factors to attack
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@ -760,7 +760,7 @@ namespace MWMechanics
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else if (!creatureStats.isHostile())
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{
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if (ptr.getClass().isClass(ptr, "Guard"))
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creatureStats.getAiSequence().stack(AiPersue(player.getClass().getId(player)), ptr);
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creatureStats.getAiSequence().stack(AiPursue(player.getClass().getId(player)), ptr);
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else
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creatureStats.getAiSequence().stack(AiCombat(player), ptr);
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creatureStats.setHostile(true);
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