# ifndef GAME_MWMECHANICS_AIFOLLOW_H
# define GAME_MWMECHANICS_AIFOLLOW_H
# include "aipackage.hpp"
# include <string>
# include <components/esm/defs.hpp>
# include "pathfinding.hpp"
namespace ESM
{
namespace AiSequence
{
struct AiFollow ;
}
}
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 :
AiFollow ( const std : : string & actorId , float duration , float x , float y , float z ) ;
AiFollow ( const std : : string & actorId , const std : : string & CellId , float duration , float x , float y , float z ) ;
/// Follow Actor for duration or until you arrive at a world position
AiFollow ( const MWWorld : : Ptr & actor , float duration , float X , float Y , float Z ) ;
/// Follow Actor for duration or until you arrive at a position in a cell
AiFollow ( const MWWorld : : Ptr & actor , const std : : string & CellId , float duration , float X , float Y , float Z ) ;
/// Follow Actor indefinitively
AiFollow ( const MWWorld : : Ptr & actor , bool commanded = false ) ;
AiFollow ( const ESM : : AiSequence : : AiFollow * follow ) ;
virtual bool sideWithTarget ( ) const { return true ; }
virtual bool followTargetThroughDoors ( ) const { return true ; }
virtual bool shouldCancelPreviousAi ( ) const { return ! mCommanded ; }
virtual AiFollow * clone ( ) const ;
virtual bool execute ( const MWWorld : : Ptr & actor , CharacterController & characterController , AiState & state , float duration ) ;
virtual int getTypeId ( ) const ;
/// Returns the actor being followed
std : : string getFollowedActor ( ) ;
virtual void writeState ( ESM : : AiSequence : : AiSequence & sequence ) const ;
bool isCommanded ( ) const ;
int getFollowIndex ( ) const ;
void fastForward ( const MWWorld : : Ptr & actor , AiState & state ) ;
private :
/// This will make the actor always follow.
/** Thus ignoring mDuration and mX,mY,mZ (used for summoned creatures). **/
bool mAlwaysFollow ;
bool mCommanded ;
float mDuration ; // Hours
float mRemainingDuration ; // Hours
float mX ;
float mY ;
float mZ ;
std : : string mCellId ;
bool mActive ; // have we spotted the target?
int mFollowIndex ;
static int mFollowIndexCounter ;
} ;
}
# endif