#include "aiactivate.hpp" #include #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwmechanics/creaturestats.hpp" #include "../mwworld/class.hpp" #include "steering.hpp" #include "movement.hpp" MWMechanics::AiActivate::AiActivate(const std::string &objectId) : mObjectId(objectId) { } MWMechanics::AiActivate *MWMechanics::AiActivate::clone() const { return new AiActivate(*this); } bool MWMechanics::AiActivate::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) { ESM::Position pos = actor.getRefData().getPosition(); //position of the actor const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing); if(target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered // with the MechanicsManager ) return true; //Target doesn't exist //Set the target desition from the actor ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos; if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 200) { //Stop when you get close actor.getClass().getMovementSettings(actor).mPosition[1] = 0; MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mObjectId,false); MWBase::Environment::get().getWorld()->activate(target, actor); return true; } else { pathTo(actor, dest, duration); //Go to the destination } return false; } int MWMechanics::AiActivate::getTypeId() const { return TypeIdActivate; } void MWMechanics::AiActivate::writeState(ESM::AiSequence::AiSequence &sequence) const { std::auto_ptr activate(new ESM::AiSequence::AiActivate()); activate->mTargetId = mObjectId; ESM::AiSequence::AiPackageContainer package; package.mType = ESM::AiSequence::Ai_Activate; package.mPackage = activate.release(); sequence.mPackages.push_back(package); } MWMechanics::AiActivate::AiActivate(const ESM::AiSequence::AiActivate *activate) : mObjectId(activate->mTargetId) { }