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openmw-tes3mp/apps/openmw/mwmechanics/aipursue.cpp

133 lines
3.9 KiB
C++

#include "aipursue.hpp"
#include <components/esm/aisequence.hpp>
#include <components/esm/loadmgef.hpp>
#include "../mwbase/environment.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/action.hpp"
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include <components/openmw-mp/Log.hpp>
#include "../mwgui/windowmanagerimp.hpp"
#include "../mwmp/Main.hpp"
#include "../mwmp/LocalPlayer.hpp"
/*
End of tes3mp addition
*/
#include "movement.hpp"
#include "creaturestats.hpp"
namespace MWMechanics
{
AiPursue::AiPursue(const MWWorld::Ptr& actor)
: mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId())
{
}
AiPursue::AiPursue(const ESM::AiSequence::AiPursue *pursue)
: mTargetActorId(pursue->mTargetActorId)
{
}
AiPursue *MWMechanics::AiPursue::clone() const
{
return new AiPursue(*this);
}
bool AiPursue::execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
{
if(actor.getClass().getCreatureStats(actor).isDead())
return true;
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); //The target to follow
if(target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled() // Really we should be checking whether the target is currently registered
// with the MechanicsManager
)
return true; //Target doesn't exist
if (isTargetMagicallyHidden(target))
return true;
if(target.getClass().getCreatureStats(target).isDead())
return true;
/*
Start of tes3mp addition
Because multiplayer does not pause the game, prevent infinite arrest loops by ignoring
players already engaged in dialogue
*/
if (target == MWBase::Environment::get().getWorld()->getPlayerPtr())
{
if (MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_Dialogue))
{
return true;
}
}
/*
End of tes3mp addition
*/
actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing);
//Set the target desition from the actor
ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
ESM::Position aPos = actor.getRefData().getPosition();
float pathTolerance = 100.0;
if (pathTo(actor, dest, duration, pathTolerance) &&
abs(dest.mZ - aPos.pos[2]) < pathTolerance) // check the true distance in case the target is far away in Z-direction
{
target.getClass().activate(target,actor).get()->execute(actor); //Arrest player when reached
/*
Start of tes3mp addition
Record that the player has not died since the last attempt to arrest them
*/
LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "After being pursued by %s, diedSinceArrestAttempt is now false", actor.getCellRef().getRefId().c_str());
mwmp::Main::get().getLocalPlayer()->diedSinceArrestAttempt = false;
/*
End of tes3mp addition
*/
return true;
}
actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run
return false;
}
int AiPursue::getTypeId() const
{
return TypeIdPursue;
}
MWWorld::Ptr AiPursue::getTarget() const
{
return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
}
void AiPursue::writeState(ESM::AiSequence::AiSequence &sequence) const
{
std::unique_ptr<ESM::AiSequence::AiPursue> pursue(new ESM::AiSequence::AiPursue());
pursue->mTargetActorId = mTargetActorId;
ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Pursue;
package.mPackage = pursue.release();
sequence.mPackages.push_back(package);
}
} // namespace MWMechanics