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https://github.com/OpenMW/openmw.git
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AI packages have priority and combat is triggered in actor.cpp using the Hostile setting in CreaturesState
This commit is contained in:
parent
683b8d77dd
commit
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6 changed files with 135 additions and 123 deletions
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@ -22,6 +22,11 @@
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#include "creaturestats.hpp"
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#include "creaturestats.hpp"
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#include "movement.hpp"
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#include "movement.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "aicombat.hpp"
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namespace MWMechanics
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namespace MWMechanics
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{
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{
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void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
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void Actors::updateActor (const MWWorld::Ptr& ptr, float duration)
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@ -35,6 +40,39 @@ namespace MWMechanics
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{
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{
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// AI
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// AI
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CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
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CreatureStats& creatureStats = MWWorld::Class::get (ptr).getCreatureStats (ptr);
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//engage combat or not?
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if(ptr != MWBase::Environment::get().getWorld()->getPlayer().getPlayer() && !creatureStats.isHostile())
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{
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ESM::Position playerpos = MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getRefData().getPosition();
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ESM::Position actorpos = ptr.getRefData().getPosition();
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float d = sqrt((actorpos.pos[0] - playerpos.pos[0])*(actorpos.pos[0] - playerpos.pos[0])
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+(actorpos.pos[1] - playerpos.pos[1])*(actorpos.pos[1] - playerpos.pos[1])
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+(actorpos.pos[2] - playerpos.pos[2])*(actorpos.pos[2] - playerpos.pos[2]));
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float fight = ptr.getClass().getCreatureStats(ptr).getAiSetting(1);
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float disp = 100; //creatures don't have disposition, so set it to 100 by default
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if(ptr.getTypeName() == typeid(ESM::NPC).name())
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{
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disp = MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(ptr);
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}
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bool LOS = MWBase::Environment::get().getWorld()->getLOS(ptr,MWBase::Environment::get().getWorld()->getPlayer().getPlayer());
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if( ( (fight == 100 )
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|| (fight >= 95 && d <= 3000)
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|| (fight >= 90 && d <= 2000)
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|| (fight >= 80 && d <= 1000)
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|| (fight >= 80 && disp <= 40)
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|| (fight >= 70 && disp <= 35 && d <= 1000)
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|| (fight >= 60 && disp <= 30 && d <= 1000)
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|| (fight >= 50 && disp == 0)
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|| (fight >= 40 && disp <= 10 && d <= 500) )
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&& LOS
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)
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{
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creatureStats.getAiSequence().stack(AiCombat("player"));
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creatureStats.setHostile(true);
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}
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}
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creatureStats.getAiSequence().execute (ptr,duration);
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creatureStats.getAiSequence().execute (ptr,duration);
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// fatigue restoration
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// fatigue restoration
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@ -34,103 +34,110 @@ namespace MWMechanics
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bool AiCombat::execute (const MWWorld::Ptr& actor,float duration)
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bool AiCombat::execute (const MWWorld::Ptr& actor,float duration)
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{
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{
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if(!MWWorld::Class::get(actor).getCreatureStats(actor).isHostile()) return true;
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mTargetId, false);
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mTargetId, false);
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if(MWWorld::Class::get(actor).getCreatureStats(actor).getHealth().getCurrent() <= 0) return true;
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if(MWWorld::Class::get(actor).getCreatureStats(actor).getHealth().getCurrent() <= 0) return true;
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if(actor.getTypeName() == typeid(ESM::NPC).name())
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if(actor.getTypeName() == typeid(ESM::NPC).name())
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{
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{
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MWWorld::Class::get(actor).
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MWWorld::Class::get(actor).setStance(actor, MWWorld::Class::Run,true);
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MWWorld::Class::get(actor).setStance(actor, MWWorld::Class::Run,true);
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MWMechanics::DrawState_ state = MWWorld::Class::get(actor).getNpcStats(actor).getDrawState();
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MWMechanics::DrawState_ state = MWWorld::Class::get(actor).getNpcStats(actor).getDrawState();
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if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
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if (state == MWMechanics::DrawState_Spell || state == MWMechanics::DrawState_Nothing)
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MWWorld::Class::get(actor).getNpcStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
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MWWorld::Class::get(actor).getNpcStats(actor).setDrawState(MWMechanics::DrawState_Weapon);
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//MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(true);
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//MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(true);
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}
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ESM::Position pos = actor.getRefData().getPosition();
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const ESM::Pathgrid *pathgrid =
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
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ESM::Position pos = actor.getRefData().getPosition();
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float xCell = 0;
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const ESM::Pathgrid *pathgrid =
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float yCell = 0;
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MWBase::Environment::get().getWorld()->getStore().get<ESM::Pathgrid>().search(*actor.getCell()->mCell);
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float xCell = 0;
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if (actor.getCell()->mCell->isExterior())
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float yCell = 0;
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{
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xCell = actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE;
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yCell = actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE;
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}
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if (actor.getCell()->mCell->isExterior())
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ESM::Pathgrid::Point dest;
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dest.mX = target.getRefData().getPosition().pos[0];
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dest.mY = target.getRefData().getPosition().pos[1];
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dest.mZ = target.getRefData().getPosition().pos[2];
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ESM::Pathgrid::Point start;
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start.mX = pos.pos[0];
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start.mY = pos.pos[1];
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start.mZ = pos.pos[2];
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mTimer2 = mTimer2 + duration;
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if(!mPathFinder.isPathConstructed())
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mPathFinder.buildPath(start, dest, pathgrid, xCell, yCell, true);
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else
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{
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mPathFinder2.buildPath(start, dest, pathgrid, xCell, yCell, true);
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ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
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if((mTimer2 > 0.25)&&(mPathFinder2.getPathSize() < mPathFinder.getPathSize() ||
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(dest.mX - lastPt.mX)*(dest.mX - lastPt.mX)+(dest.mY - lastPt.mY)*(dest.mY - lastPt.mY)+(dest.mZ - lastPt.mZ)*(dest.mZ - lastPt.mZ) > 200*200))
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{
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{
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xCell = actor.getCell()->mCell->mData.mX * ESM::Land::REAL_SIZE;
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mTimer2 = 0;
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yCell = actor.getCell()->mCell->mData.mY * ESM::Land::REAL_SIZE;
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mPathFinder = mPathFinder2;
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}
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}
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}
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ESM::Pathgrid::Point dest;
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mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]);
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dest.mX = target.getRefData().getPosition().pos[0];
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dest.mY = target.getRefData().getPosition().pos[1];
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dest.mZ = target.getRefData().getPosition().pos[2];
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ESM::Pathgrid::Point start;
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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start.mX = pos.pos[0];
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MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
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start.mY = pos.pos[1];
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
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start.mZ = pos.pos[2];
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mTimer2 = mTimer2 + duration;
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if(!mPathFinder.isPathConstructed())
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float range = 100;
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mPathFinder.buildPath(start, dest, pathgrid, xCell, yCell, true);
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MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
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if((dest.mX - start.mX)*(dest.mX - start.mX)+(dest.mY - start.mY)*(dest.mY - start.mY)+(dest.mZ - start.mZ)*(dest.mZ - start.mZ)
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< range*range)
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{
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float directionX = dest.mX - start.mX;
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float directionY = dest.mY - start.mY;
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float directionResult = sqrt(directionX * directionX + directionY * directionY);
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zAngle = Ogre::Radian( acos(directionY / directionResult) * sgn(asin(directionX / directionResult)) ).valueDegrees();
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MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
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mPathFinder.clearPath();
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if(mTimer == 0)
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{
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MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
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//mTimer = mTimer + duration;
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}
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if( mTimer > 1)
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{
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MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(true);
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mTimer = 0;
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}
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else
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else
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{
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{
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mPathFinder2.buildPath(start, dest, pathgrid, xCell, yCell, true);
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mTimer = mTimer + duration;
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ESM::Pathgrid::Point lastPt = mPathFinder.getPath().back();
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if((mTimer2 > 0.25)&&(mPathFinder2.getPathSize() < mPathFinder.getPathSize() ||
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(dest.mX - lastPt.mX)*(dest.mX - lastPt.mX)+(dest.mY - lastPt.mY)*(dest.mY - lastPt.mY)+(dest.mZ - lastPt.mZ)*(dest.mZ - lastPt.mZ) > 200*200))
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{
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mTimer2 = 0;
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mPathFinder = mPathFinder2;
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}
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}
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}
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mPathFinder.checkPathCompleted(pos.pos[0],pos.pos[1],pos.pos[2]);
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float zAngle = mPathFinder.getZAngleToNext(pos.pos[0], pos.pos[1]);
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
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//MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(!MWWorld::Class::get(actor).getCreatureStats(actor).getAttackingOrSpell());
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 1;
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float range = 100;
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MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
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if((dest.mX - start.mX)*(dest.mX - start.mX)+(dest.mY - start.mY)*(dest.mY - start.mY)+(dest.mZ - start.mZ)*(dest.mZ - start.mZ)
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< range*range)
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{
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float directionX = dest.mX - start.mX;
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float directionY = dest.mY - start.mY;
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float directionResult = sqrt(directionX * directionX + directionY * directionY);
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zAngle = Ogre::Radian( acos(directionY / directionResult) * sgn(asin(directionX / directionResult)) ).valueDegrees();
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MWBase::Environment::get().getWorld()->rotateObject(actor, 0, 0, zAngle, false);
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mPathFinder.clearPath();
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if(mTimer == 0)
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{
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MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(false);
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//mTimer = mTimer + duration;
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}
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if( mTimer > 1)
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{
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MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(true);
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mTimer = 0;
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}
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else
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{
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mTimer = mTimer + duration;
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}
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MWWorld::Class::get(actor).getMovementSettings(actor).mPosition[1] = 0;
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//MWWorld::Class::get(actor).getCreatureStats(actor).setAttackingOrSpell(!MWWorld::Class::get(actor).getCreatureStats(actor).getAttackingOrSpell());
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}
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}
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}
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return false;
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return false;
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}
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}
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int AiCombat::getTypeId() const
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int AiCombat::getTypeId() const
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{
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{
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return 2;
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return 5;
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}
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unsigned int AiCombat::getPriority() const
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{
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return 1;
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}
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}
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AiCombat *MWMechanics::AiCombat::clone() const
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AiCombat *MWMechanics::AiCombat::clone() const
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@ -21,6 +21,8 @@ namespace MWMechanics
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virtual int getTypeId() const;
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virtual int getTypeId() const;
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virtual unsigned int getPriority() const;
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private:
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private:
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std::string mTargetId;
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std::string mTargetId;
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@ -22,6 +22,9 @@ namespace MWMechanics
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virtual int getTypeId() const = 0;
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virtual int getTypeId() const = 0;
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///< 0: Wanter, 1 Travel, 2 Escort, 3 Follow, 4 Activate
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///< 0: Wanter, 1 Travel, 2 Escort, 3 Follow, 4 Activate
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virtual unsigned int getPriority() const {return 0;}
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///< higher number is higher priority (0 beeing the lowest)
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};
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};
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}
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}
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#include "../mwbase/world.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwworld/player.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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void MWMechanics::AiSequence::copy (const AiSequence& sequence)
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void MWMechanics::AiSequence::copy (const AiSequence& sequence)
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{
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{
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for (std::list<AiPackage *>::const_iterator iter (sequence.mPackages.begin());
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for (std::list<AiPackage *>::const_iterator iter (sequence.mPackages.begin());
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iter!=sequence.mPackages.end(); ++iter)
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iter!=sequence.mPackages.end(); ++iter)
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mPackages.push_back ((*iter)->clone());
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mPackages.push_back ((*iter)->clone());
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mCombat = sequence.mCombat;
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mCombatPackage = 0;
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if(sequence.mCombat) mCombatPackage = sequence.mCombatPackage->clone();
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}
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}
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MWMechanics::AiSequence::AiSequence() : mDone (false), mCombat (false), mCombatPackage (0) {}
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MWMechanics::AiSequence::AiSequence() : mDone (false) {}
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MWMechanics::AiSequence::AiSequence (const AiSequence& sequence) : mDone (false)
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MWMechanics::AiSequence::AiSequence (const AiSequence& sequence) : mDone (false)
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{
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{
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@ -69,48 +64,15 @@ void MWMechanics::AiSequence::execute (const MWWorld::Ptr& actor,float duration)
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{
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{
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if(actor != MWBase::Environment::get().getWorld()->getPlayer().getPlayer())
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if(actor != MWBase::Environment::get().getWorld()->getPlayer().getPlayer())
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{
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{
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if(mCombat)
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if (!mPackages.empty())
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{
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{
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mCombatPackage->execute(actor,duration);
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if (mPackages.front()->execute (actor,duration))
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}
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else
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{
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if(actor.getTypeName() == typeid(ESM::NPC).name())
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{
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{
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ESM::Position playerpos = MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getRefData().getPosition();
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mPackages.erase (mPackages.begin());
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ESM::Position actorpos = actor.getRefData().getPosition();
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mDone = true;
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float d = sqrt((actorpos.pos[0] - playerpos.pos[0])*(actorpos.pos[0] - playerpos.pos[0])
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+(actorpos.pos[1] - playerpos.pos[1])*(actorpos.pos[1] - playerpos.pos[1])
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+(actorpos.pos[2] - playerpos.pos[2])*(actorpos.pos[2] - playerpos.pos[2]));
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float fight = actor.getClass().getCreatureStats(actor).getAiSetting(1);
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float disp = MWBase::Environment::get().getMechanicsManager()->getDerivedDisposition(actor);
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bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor,MWBase::Environment::get().getWorld()->getPlayer().getPlayer());
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if( ( (fight == 100 )
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|| (fight >= 95 && d <= 3000)
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|| (fight >= 90 && d <= 2000)
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|| (fight >= 80 && d <= 1000)
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|| (fight >= 80 && disp <= 40)
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|| (fight >= 70 && disp <= 35 && d <= 1000)
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|| (fight >= 60 && disp <= 30 && d <= 1000)
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|| (fight >= 50 && disp == 0)
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|| (fight >= 40 && disp <= 10 && d <= 500) )
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&& LOS
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)
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{
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mCombat = true;
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mCombatPackage = new AiCombat("player");
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}
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}
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if (!mPackages.empty())
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{
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if (mPackages.front()->execute (actor,duration))
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{
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mPackages.erase (mPackages.begin());
|
|
||||||
mDone = true;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
mDone = false;
|
|
||||||
}
|
}
|
||||||
|
else
|
||||||
|
mDone = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -119,18 +81,20 @@ void MWMechanics::AiSequence::clear()
|
||||||
{
|
{
|
||||||
for (std::list<AiPackage *>::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter)
|
for (std::list<AiPackage *>::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter)
|
||||||
delete *iter;
|
delete *iter;
|
||||||
|
|
||||||
if(mCombatPackage)
|
|
||||||
{
|
|
||||||
delete mCombatPackage;
|
|
||||||
mCombatPackage = 0;
|
|
||||||
}
|
|
||||||
mPackages.clear();
|
mPackages.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
void MWMechanics::AiSequence::stack (const AiPackage& package)
|
void MWMechanics::AiSequence::stack (const AiPackage& package)
|
||||||
{
|
{
|
||||||
mPackages.push_front (package.clone());
|
for(std::list<AiPackage *>::iterator it = mPackages.begin(); it != mPackages.end(); it++)
|
||||||
|
{
|
||||||
|
if(mPackages.front()->getPriority() <= package.getPriority())
|
||||||
|
mPackages.insert(it,package.clone());
|
||||||
|
}
|
||||||
|
|
||||||
|
if(mPackages.empty())
|
||||||
|
mPackages.push_front (package.clone());
|
||||||
}
|
}
|
||||||
|
|
||||||
void MWMechanics::AiSequence::queue (const AiPackage& package)
|
void MWMechanics::AiSequence::queue (const AiPackage& package)
|
||||||
|
|
|
@ -18,8 +18,6 @@ namespace MWMechanics
|
||||||
class AiSequence
|
class AiSequence
|
||||||
{
|
{
|
||||||
std::list<AiPackage *> mPackages;
|
std::list<AiPackage *> mPackages;
|
||||||
AiPackage* mCombatPackage;
|
|
||||||
bool mCombat;
|
|
||||||
|
|
||||||
bool mDone;
|
bool mDone;
|
||||||
|
|
||||||
|
@ -36,7 +34,7 @@ namespace MWMechanics
|
||||||
virtual ~AiSequence();
|
virtual ~AiSequence();
|
||||||
|
|
||||||
int getTypeId() const;
|
int getTypeId() const;
|
||||||
///< -1: None, 0: Wanter, 1 Travel, 2 Escort, 3 Follow, 4 Activate
|
///< -1: None, 0: Wanter, 1 Travel, 2 Escort, 3 Follow, 4 Activate, 5 Combat
|
||||||
|
|
||||||
bool isPackageDone() const;
|
bool isPackageDone() const;
|
||||||
///< Has a package been completed during the last update?
|
///< Has a package been completed during the last update?
|
||||||
|
@ -46,7 +44,7 @@ namespace MWMechanics
|
||||||
|
|
||||||
void clear();
|
void clear();
|
||||||
///< Remove all packages.
|
///< Remove all packages.
|
||||||
|
|
||||||
void stack (const AiPackage& package);
|
void stack (const AiPackage& package);
|
||||||
///< Add \a package to the front of the sequence (suspends current package)
|
///< Add \a package to the front of the sequence (suspends current package)
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue