2012-11-15 21:22:44 +00:00
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#ifndef GAME_MWMECHANICS_AIACTIVATE_H
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#define GAME_MWMECHANICS_AIACTIVATE_H
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2014-04-01 18:15:55 +00:00
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#include "aipackage.hpp"
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2016-06-17 14:07:16 +00:00
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2014-04-01 18:15:55 +00:00
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#include <string>
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#include "pathfinding.hpp"
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2014-06-12 21:27:04 +00:00
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namespace ESM
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{
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namespace AiSequence
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{
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struct AiActivate;
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}
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}
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2014-04-01 18:15:55 +00:00
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namespace MWMechanics
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2014-06-12 21:27:04 +00:00
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{
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/// \brief Causes actor to walk to activatable object and activate it
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2014-05-14 00:32:29 +00:00
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/** Will activate when close to object **/
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2020-05-16 16:56:02 +00:00
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class AiActivate final : public AiPackage
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2012-11-16 17:38:15 +00:00
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{
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2014-06-12 21:27:04 +00:00
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public:
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/// Constructor
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2014-04-30 03:40:59 +00:00
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/** \param objectId Reference to object to activate **/
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2014-04-02 04:18:22 +00:00
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AiActivate(const std::string &objectId);
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2014-06-12 21:27:04 +00:00
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AiActivate(const ESM::AiSequence::AiActivate* activate);
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2020-05-16 16:56:02 +00:00
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AiActivate *clone() const final;
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bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) final;
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int getTypeId() const final;
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2012-11-15 21:22:44 +00:00
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2020-05-16 16:56:02 +00:00
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void writeState(ESM::AiSequence::AiSequence& sequence) const final;
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2014-06-12 21:27:04 +00:00
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2014-04-01 18:15:55 +00:00
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private:
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2012-11-16 19:28:20 +00:00
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std::string mObjectId;
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2012-11-16 17:38:15 +00:00
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};
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2012-11-15 21:22:44 +00:00
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}
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#endif // GAME_MWMECHANICS_AIACTIVATE_H
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