You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
116 lines
3.5 KiB
C++
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
|
|
|