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72 lines
2.3 KiB
C++
72 lines
2.3 KiB
C++
#ifndef GAME_MWMECHANICS_AIFOLLOW_H
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#define GAME_MWMECHANICS_AIFOLLOW_H
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#include "aipackage.hpp"
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#include <string>
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#include "pathfinding.hpp"
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#include <components/esm/defs.hpp>
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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 AiFollow;
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}
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}
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namespace MWMechanics
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{
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/// \brief AiPackage for an actor to follow another actor/the PC
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/** The AI will follow the target until a condition (time, or position) are set. Both can be disabled to cause the actor to follow the other indefinitely
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**/
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class AiFollow : public AiPackage
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{
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public:
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/// Follow Actor for duration or until you arrive at a world position
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AiFollow(const std::string &ActorId,float duration, float X, float Y, float Z);
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/// Follow Actor for duration or until you arrive at a position in a cell
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AiFollow(const std::string &ActorId,const std::string &CellId,float duration, float X, float Y, float Z);
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/// Follow Actor indefinitively
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AiFollow(const std::string &ActorId, bool commanded=false);
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AiFollow(const ESM::AiSequence::AiFollow* follow);
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MWWorld::Ptr getTarget() const;
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virtual bool sideWithTarget() const { return true; }
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virtual bool followTargetThroughDoors() const { return true; }
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virtual AiFollow *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration);
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virtual int getTypeId() const;
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/// Returns the actor being followed
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std::string getFollowedActor();
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virtual void writeState (ESM::AiSequence::AiSequence& sequence) const;
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bool isCommanded() const;
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int getFollowIndex() const;
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private:
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/// This will make the actor always follow.
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/** Thus ignoring mDuration and mX,mY,mZ (used for summoned creatures). **/
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bool mAlwaysFollow;
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bool mCommanded;
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float mRemainingDuration; // Seconds
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float mX;
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float mY;
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float mZ;
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std::string mActorRefId;
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mutable int mActorId;
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std::string mCellId;
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bool mActive; // have we spotted the target?
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int mFollowIndex;
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static int mFollowIndexCounter;
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};
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}
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#endif
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