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openmw-tes3mp/apps/openmw/mwmechanics/aipursue.cpp

85 lines
2.7 KiB
C++

#include "aipursue.hpp"
#include <components/esm/aisequence.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/windowmanager.hpp"
6 years ago
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/action.hpp"
#include "movement.hpp"
#include "creaturestats.hpp"
#include "combat.hpp"
namespace MWMechanics
{
AiPursue::AiPursue(const MWWorld::Ptr& actor)
{
mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
}
AiPursue::AiPursue(const ESM::AiSequence::AiPursue *pursue)
{
mTargetActorId = pursue->mTargetActorId;
}
bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
{
if(actor.getClass().getCreatureStats(actor).isDead())
return true;
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); //The target to follow
// Stop if the target doesn't exist
// Really we should be checking whether the target is currently registered with the MechanicsManager
if (target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled())
return true;
if (isTargetMagicallyHidden(target) && !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(target, actor))
return false;
if (target.getClass().getCreatureStats(target).isDead())
return true;
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
//Set the target destination
const osg::Vec3f dest = target.getRefData().getPosition().asVec3();
const osg::Vec3f actorPos = actor.getRefData().getPosition().asVec3();
const float pathTolerance = 100.f;
if (pathTo(actor, dest, duration, pathTolerance) &&
std::abs(dest.z() - actorPos.z()) < pathTolerance) // check the true distance in case the target is far away in Z-direction
{
MWBase::Environment::get().getWindowManager()->pushGuiMode(MWGui::GM_Dialogue, actor); //Arrest player when reached
return true;
}
actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
return false;
}
MWWorld::Ptr AiPursue::getTarget() const
{
return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
}
void AiPursue::writeState(ESM::AiSequence::AiSequence &sequence) const
{
std::unique_ptr<ESM::AiSequence::AiPursue> pursue(new ESM::AiSequence::AiPursue());
pursue->mTargetActorId = mTargetActorId;
ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Pursue;
package.mPackage = pursue.release();
sequence.mPackages.push_back(package);
}
} // namespace MWMechanics