# ifndef GAME_MWMECHANICS_AIFOLLOW_H
# define GAME_MWMECHANICS_AIFOLLOW_H
# include "aipackage.hpp"
# include <string>
# include "pathfinding.hpp"
# include "../../../components/esm/defs.hpp"
namespace MWMechanics
{
/// \brief AiPackage for an actor to follow another actor/the PC
/** The AI will follow the target until a condition (time, or position) are set. Both can be disabled to cause the actor to follow the other indefinitely
* */
class AiFollow : public AiPackage
{
public :
/// Follow Actor for duration or until you arrive at a world position
AiFollow ( const std : : string & ActorId , float duration , float X , float Y , float Z ) ;
/// Follow Actor for duration or until you arrive at a position in a cell
AiFollow ( const std : : string & ActorId , const std : : string & CellId , float duration , float X , float Y , float Z ) ;
/// Follow Actor indefinitively
AiFollow ( const std : : string & ActorId ) ;
virtual AiFollow * clone ( ) const ;
virtual bool execute ( const MWWorld : : Ptr & actor , float duration ) ;
virtual int getTypeId ( ) const ;
/// Returns the actor being followed
std : : string getFollowedActor ( ) ;
private :
/// This will make the actor always follow.
/** Thus ignoring mDuration and mX,mY,mZ (used for summoned creatures). **/
bool mAlwaysFollow ;
float mDuration ;
float mX ;
float mY ;
float mZ ;
std : : string mActorId ;
std : : string mCellId ;
} ;
}
# endif