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72 lines
2.3 KiB
C++
72 lines
2.3 KiB
C++
#include "aiactivate.hpp"
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#include <components/esm/aisequence.hpp>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/class.hpp"
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#include "creaturestats.hpp"
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#include "steering.hpp"
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#include "movement.hpp"
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namespace MWMechanics
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{
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AiActivate::AiActivate(const std::string &objectId)
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: mObjectId(objectId)
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{
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}
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AiActivate *MWMechanics::AiActivate::clone() const
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{
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return new AiActivate(*this);
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}
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bool AiActivate::execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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if (target == MWWorld::Ptr() ||
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!target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should check whether the target is currently registered
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// with the MechanicsManager
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)
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return true; //Target doesn't exist
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//Set the target destination for the actor
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ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
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if (pathTo(actor, dest, duration, MWBase::Environment::get().getWorld()->getMaxActivationDistance())) //Stop when you get in activation range
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{
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// activate when reached
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MWBase::Environment::get().getWorld()->activate(target, actor);
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return true;
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}
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return false;
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}
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int AiActivate::getTypeId() const
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{
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return TypeIdActivate;
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}
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void AiActivate::writeState(ESM::AiSequence::AiSequence &sequence) const
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{
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std::unique_ptr<ESM::AiSequence::AiActivate> activate(new ESM::AiSequence::AiActivate());
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activate->mTargetId = mObjectId;
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ESM::AiSequence::AiPackageContainer package;
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package.mType = ESM::AiSequence::Ai_Activate;
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package.mPackage = activate.release();
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sequence.mPackages.push_back(package);
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}
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AiActivate::AiActivate(const ESM::AiSequence::AiActivate *activate)
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: mObjectId(activate->mTargetId)
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{
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}
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}
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