#ifndef GAME_MWMECHANICS_AIPACKAGE_H #define GAME_MWMECHANICS_AIPACKAGE_H #include "pathfinding.hpp" #include #include "obstacle.hpp" #include "aistate.hpp" namespace MWWorld { class Ptr; } namespace ESM { struct Cell; namespace AiSequence { struct AiSequence; } } namespace MWMechanics { class CharacterController; /// \brief Base class for AI packages class AiPackage { public: ///Enumerates the various AITypes availible. enum TypeId { TypeIdNone = -1, TypeIdWander = 0, TypeIdTravel = 1, TypeIdEscort = 2, TypeIdFollow = 3, TypeIdActivate = 4, // These 3 are not really handled as Ai Packages in the MW engine TypeIdCombat = 5, TypeIdPursue = 6, TypeIdAvoidDoor = 7 }; ///Default constructor AiPackage(); ///Default Deconstructor virtual ~AiPackage(); ///Clones the package virtual AiPackage *clone() const = 0; /// Updates and runs the package (Should run every frame) /// \return Package completed? virtual bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) = 0; /// Returns the TypeID of the AiPackage /// \see enum TypeId virtual int getTypeId() const = 0; /// Higher number is higher priority (0 being the lowest) virtual unsigned int getPriority() const {return 0;} virtual void writeState (ESM::AiSequence::AiSequence& sequence) const {} /// Simulates the passing of time virtual void fastForward(const MWWorld::Ptr& actor, AiState& state) {} /// Get the target actor the AI is targeted at (not applicable to all AI packages, default return empty Ptr) virtual MWWorld::Ptr getTarget() const; /// Return true if having this AiPackage makes the actor side with the target in fights (default false) virtual bool sideWithTarget() const; /// Return true if the actor should follow the target through teleport doors (default false) virtual bool followTargetThroughDoors() const; /// Can this Ai package be canceled? (default true) virtual bool canCancel() const; /// Upon adding this Ai package, should the Ai Sequence attempt to cancel previous Ai packages (default true)? virtual bool shouldCancelPreviousAi() const; bool isTargetMagicallyHidden(const MWWorld::Ptr& target); protected: /// Causes the actor to attempt to walk to the specified location /** \return If the actor has arrived at his destination **/ bool pathTo(const MWWorld::Ptr& actor, ESM::Pathgrid::Point dest, float duration); virtual bool doesPathNeedRecalc(ESM::Pathgrid::Point dest, const ESM::Cell *cell); void evadeObstacles(const MWWorld::Ptr& actor, float duration, const ESM::Position& pos); // TODO: all this does not belong here, move into temporary storage PathFinder mPathFinder; ObstacleCheck mObstacleCheck; float mTimer; ESM::Pathgrid::Point mPrevDest; private: bool isNearInactiveCell(const ESM::Position& actorPos); }; } #endif