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88 lines
2.8 KiB
C++
88 lines
2.8 KiB
C++
11 years ago
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#include "aicombat.hpp"
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#include "movement.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwworld/timestamp.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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namespace MWMechanics
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{
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AiCombat::AiCombat(const std::string &targetId)
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:mTargetId(targetId)
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{
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}
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bool AiCombat::execute (const MWWorld::Ptr& actor)
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{
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPlayer().getPlayer();//MWBase::Environment::get().getWorld()->getPtr(mTargetId, false);
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MWMechanics::DrawState_ state = MWWorld::Class::get(actor).getNpcStats(actor).getDrawState();
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if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
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MWWorld::Class::get(actor).getNpcStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
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MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(true);
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ESM::Position pos = actor.getRefData().getPosition();
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const ESM::Pathgrid *pathgrid =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
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int cellX = actor.getCell()->mCell->mData.mX;
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int cellY = actor.getCell()->mCell->mData.mY;
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float xCell = 0;
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float yCell = 0;
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if (actor.getCell()->mCell->isExterior())
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{
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xCell = actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE;
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yCell = actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE;
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}
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ESM::Pathgrid::Point dest;
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dest.mX = target.getRefData().getPosition().pos[0];
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dest.mY = target.getRefData().getPosition().pos[1];
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dest.mZ = target.getRefData().getPosition().pos[2];
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ESM::Pathgrid::Point start;
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start.mX = pos.pos[0];
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start.mY = pos.pos[1];
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start.mZ = pos.pos[2];
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std::cout << start.mX << " " << dest.mX << "\n";
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mPathFinder.buildPath(start, dest, pathgrid, xCell, yCell, true);
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if(mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]))
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{
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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}
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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std::cout << zAngle;
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MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
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if(dest.mX - start.mX < 100)
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{
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//MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
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}
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return false;
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}
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int AiCombat::getTypeId() const
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{
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return 2;
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}
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AiCombat *MWMechanics::AiCombat::clone() const
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{
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return new AiCombat(*this);
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}
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}
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