#include "aifollow.hpp" #include #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include #include "steering.hpp" MWMechanics::AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z) : mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(""), AiPackage() { } MWMechanics::AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z) : mAlwaysFollow(false), mDuration(duration), mX(x), mY(y), mZ(z), mActorId(actorId), mCellId(cellId), AiPackage() { } MWMechanics::AiFollow::AiFollow(const std::string &actorId) : mAlwaysFollow(true), mDuration(0), mX(0), mY(0), mZ(0), mActorId(actorId), mCellId(""), AiPackage() { } bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration) { const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorId, false); //The target to follow if(target == MWWorld::Ptr()) return true; //Target doesn't exist ESM::Position pos = actor.getRefData().getPosition(); //position of the actor if(!mAlwaysFollow) //Update if you only follow for a bit { if(mTotalTime > mDuration && mDuration != 0) //Check if we've run out of time return true; if((pos.pos[0]-mX)*(pos.pos[0]-mX) + (pos.pos[1]-mY)*(pos.pos[1]-mY) + (pos.pos[2]-mZ)*(pos.pos[2]-mZ) < 100*100) //Close-ish to final position { if(actor.getCell()->isExterior()) //Outside? { if(mCellId == "") //No cell to travel to return true; } else { if(mCellId == actor.getCell()->getCell()->mName) //Cell to travel to return true; } } } //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; else { pathTo(actor, dest, duration); //Go to the destination } //Check if you're far away if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) > 1000) actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run else if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 800) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk return false; } std::string MWMechanics::AiFollow::getFollowedActor() { return mActorId; } MWMechanics::AiFollow *MWMechanics::AiFollow::clone() const { return new AiFollow(*this); } int MWMechanics::AiFollow::getTypeId() const { return TypeIdFollow; }