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			62 lines
		
	
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			62 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 "movement.hpp"
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#include "steering.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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    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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        // Stop if the target doesn't exist
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        // Really we should be checking whether the target is currently registered with the MechanicsManager
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        if (target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled())
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            return true;
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        // Turn to target and move to it directly, without pathfinding.
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        const osg::Vec3f targetDir = target.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3();
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        zTurn(actor, std::atan2(targetDir.x(), targetDir.y()), 0.f);
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        actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
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        actor.getClass().getMovementSettings(actor).mPosition[0] = 0;
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        if (MWBase::Environment::get().getWorld()->getMaxActivationDistance() >= targetDir.length())
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        {
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            // Note: we intentionally do not cancel package after activation here for backward compatibility with original engine.
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            MWBase::Environment::get().getWorld()->activate(target, actor);
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        }
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        return false;
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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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