[General] Implement ActorAI packet, part 2

The server can now make actors start combat with players or other actors.
0.6.3
David Cernat 7 years ago
parent 5628f3b977
commit 5baef09f79

@ -6,6 +6,7 @@
#include "../mwdialogue/dialoguemanagerimp.hpp" #include "../mwdialogue/dialoguemanagerimp.hpp"
#include "../mwmechanics/aicombat.hpp"
#include "../mwmechanics/aifollow.hpp" #include "../mwmechanics/aifollow.hpp"
#include "../mwmechanics/creaturestats.hpp" #include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/mechanicsmanagerimp.hpp" #include "../mwmechanics/mechanicsmanagerimp.hpp"
@ -240,14 +241,17 @@ void DedicatedActor::setAI()
if (targetPtr) if (targetPtr)
{ {
if (aiAction == mwmp::BaseActorList::FOLLOW) if (aiAction == mwmp::BaseActorList::FOLLOW)
{ {
MWMechanics::AiFollow package(targetPtr); MWMechanics::AiFollow package(targetPtr);
package.allowAnyDistance(true); package.allowAnyDistance(true);
ptr.getClass().getCreatureStats(ptr).getAiSequence().stack(package, ptr, true); ptr.getClass().getCreatureStats(ptr).getAiSequence().stack(package, ptr, true);
} }
else if (aiAction == mwmp::BaseActorList::COMBAT)
{
MWMechanics::AiCombat package(targetPtr);
ptr.getClass().getCreatureStats(ptr).getAiSequence().stack(package, ptr, true);
}
} }
} }
} }

@ -70,7 +70,8 @@ namespace mwmp
enum AI_ACTION enum AI_ACTION
{ {
FOLLOW = 0 FOLLOW = 0,
COMBAT = 1
}; };
RakNet::RakNetGUID guid; RakNet::RakNetGUID guid;

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