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65 lines
2.2 KiB
C++
65 lines
2.2 KiB
C++
#ifndef GAME_MWMECHANICS_AIESCORT_H
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#define GAME_MWMECHANICS_AIESCORT_H
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#include "typedaipackage.hpp"
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#include <string>
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namespace ESM
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{
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namespace AiSequence
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{
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struct AiEscort;
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}
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}
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namespace MWMechanics
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{
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/// \brief AI Package to have an NPC lead the player to a specific point
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class AiEscort final : public TypedAiPackage<AiEscort>
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{
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public:
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/// Implementation of AiEscort
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/** The Actor will escort the specified actor to the world position x, y, z until they reach their position, or they run out of time
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\implement AiEscort **/
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AiEscort(const std::string &actorId, int duration, float x, float y, float z);
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/// Implementation of AiEscortCell
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/** The Actor will escort the specified actor to the cell position x, y, z until they reach their position, or they run out of time
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\implement AiEscortCell **/
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AiEscort(const std::string &actorId, const std::string &cellId, int duration, float x, float y, float z);
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AiEscort(const ESM::AiSequence::AiEscort* escort);
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bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) override;
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static constexpr AiPackageTypeId getTypeId() { return AiPackageTypeId::Escort; }
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static constexpr Options makeDefaultOptions()
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{
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AiPackage::Options options;
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options.mUseVariableSpeed = true;
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options.mSideWithTarget = true;
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return options;
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}
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void writeState(ESM::AiSequence::AiSequence &sequence) const override;
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void fastForward(const MWWorld::Ptr& actor, AiState& state) override;
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osg::Vec3f getDestination() const override { return osg::Vec3f(mX, mY, mZ); }
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private:
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const std::string mCellId;
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const float mX;
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const float mY;
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const float mZ;
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float mMaxDist = 450;
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const float mDuration; // In hours
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float mRemainingDuration; // In hours
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const int mCellX;
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const int mCellY;
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};
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}
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#endif
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