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#include "aipursue.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/action.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "movement.hpp"
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#include "creaturestats.hpp"
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namespace MWMechanics
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{
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AiPursue::AiPursue(const MWWorld::Ptr& actor)
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: mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId())
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{
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}
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AiPursue *MWMechanics::AiPursue::clone() const
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{
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return new AiPursue(*this);
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}
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bool AiPursue::execute (const MWWorld::Ptr& actor, float duration)
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{
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ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); //The target to follow
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if(target == MWWorld::Ptr())
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return true; //Target doesn't exist
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//Set the target desition from the actor
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ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
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if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 100) { //Stop when you get close
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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target.getClass().activate(target,actor).get()->execute(actor); //Arrest player
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return true;
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}
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else {
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pathTo(actor, dest, duration); //Go to the destination
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}
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actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
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return false;
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}
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int AiPursue::getTypeId() const
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{
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return TypeIdPursue;
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}
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MWWorld::Ptr AiPursue::getTarget() const
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{
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return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
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}
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} // namespace MWMechanics
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