#include "aipursue.hpp" #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwworld/class.hpp" #include "../mwworld/action.hpp" #include "../mwworld/cellstore.hpp" #include "steering.hpp" #include "movement.hpp" #include "creaturestats.hpp" MWMechanics::AiPursue::AiPursue(const std::string &objectId) : mObjectId(objectId) { } MWMechanics::AiPursue *MWMechanics::AiPursue::clone() const { return new AiPursue(*this); } bool MWMechanics::AiPursue::execute (const MWWorld::Ptr& actor, 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 if(target == MWWorld::Ptr()) 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]) < 100) { //Stop when you get close actor.getClass().getMovementSettings(actor).mPosition[1] = 0; MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mObjectId,false); MWWorld::Class::get(target).activate(target,actor).get()->execute(actor); //Arrest player return true; } else { pathTo(actor, dest, duration); //Go to the destination } actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run return false; } int MWMechanics::AiPursue::getTypeId() const { return TypeIdPursue; }