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91 lines
2.8 KiB
C++
91 lines
2.8 KiB
C++
#include "aipursue.hpp"
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#include <components/esm/aisequence.hpp>
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#include <components/esm/loadmgef.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/action.hpp"
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#include "movement.hpp"
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#include "creaturestats.hpp"
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namespace MWMechanics
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{
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AiPursue::AiPursue(const MWWorld::Ptr& actor)
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{
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mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
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}
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AiPursue::AiPursue(const ESM::AiSequence::AiPursue *pursue)
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{
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mTargetActorId = pursue->mTargetActorId;
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}
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AiPursue *MWMechanics::AiPursue::clone() const
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{
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return new AiPursue(*this);
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}
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bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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if(actor.getClass().getCreatureStats(actor).isDead())
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return true;
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); //The target to follow
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if(target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking 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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if (isTargetMagicallyHidden(target))
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return true;
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if(target.getClass().getCreatureStats(target).isDead())
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return true;
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
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//Set the target desition from the actor
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ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
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ESM::Position aPos = actor.getRefData().getPosition();
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float pathTolerance = 100.0;
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if (pathTo(actor, dest, duration, pathTolerance) &&
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std::abs(dest.mZ - aPos.pos[2]) < pathTolerance) // check the true distance in case the target is far away in Z-direction
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{
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target.getClass().activate(target,actor).get()->execute(actor); //Arrest player when reached
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return true;
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}
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actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
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return false;
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}
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int AiPursue::getTypeId() const
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{
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return TypeIdPursue;
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}
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MWWorld::Ptr AiPursue::getTarget() const
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{
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return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
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}
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void AiPursue::writeState(ESM::AiSequence::AiSequence &sequence) const
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{
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std::unique_ptr<ESM::AiSequence::AiPursue> pursue(new ESM::AiSequence::AiPursue());
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pursue->mTargetActorId = mTargetActorId;
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ESM::AiSequence::AiPackageContainer package;
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package.mType = ESM::AiSequence::Ai_Pursue;
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package.mPackage = pursue.release();
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sequence.mPackages.push_back(package);
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}
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} // namespace MWMechanics
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