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openmw-tes3mp/apps/openmw/mwmechanics/aipackage.hpp
scrawl 53f4b92426 AiEscort do not follow target through doors
Testing revealed a problem where the guard on the prison ship would incorrectly follow the player outside. Upon further investigation in vanilla MW, it appears that with AiEscort the actor only follows the target through doors once the AiEscort package has completed, *and* no new AI package is running yet.
2015-12-19 15:15:44 +01:00

116 lines
3.7 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,
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();
/// 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;
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;
bool isWithinMaxRange(const osg::Vec3f& pos1, const osg::Vec3f& pos2) const
{
// Maximum travel distance for vanilla compatibility.
// Was likely meant to prevent NPCs walking into non-loaded exterior cells, but for some reason is used in interior cells as well.
// We can make this configurable at some point, but the default *must* be the below value. Anything else will break shoddily-written content (*cough* MW *cough*) in bizarre ways.
return (pos1 - pos2).length2() <= 7168*7168;
}
private:
bool isNearInactiveCell(const ESM::Position& actorPos);
};
}
#endif