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openmw-tes3mp/apps/openmw/mwmechanics/aipackage.hpp

116 lines
3.5 KiB
C++

#ifndef GAME_MWMECHANICS_AIPACKAGE_H
#define GAME_MWMECHANICS_AIPACKAGE_H
#include "pathfinding.hpp"
#include <components/esm/defs.hpp>
#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