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openmw/apps/openmw/mwmechanics/aipursue.cpp

107 lines
3.6 KiB
C++

#include "aipursue.hpp"
#include <components/esm3/aisequence.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwworld/class.hpp"
#include "actorutil.hpp"
#include "character.hpp"
#include "creaturestats.hpp"
#include "npcstats.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;
}
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
// Stop if the target doesn't exist
// Really we should be checking whether the target is currently registered with the MechanicsManager
if (target == MWWorld::Ptr() || !target.getCellRef().getCount() || !target.getRefData().isEnabled())
return true;
if (isTargetMagicallyHidden(target)
&& !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(target, actor))
return false;
if (target.getClass().getCreatureStats(target).isDead())
return true;
if (target.getClass().getNpcStats(target).getBounty() <= 0)
return true;
actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Nothing);
// Set the target destination
const osg::Vec3f dest = target.getRefData().getPosition().asVec3();
const osg::Vec3f actorPos = actor.getRefData().getPosition().asVec3();
const float pathTolerance = 100.f;
// check the true distance in case the target is far away in Z-direction
bool reached = pathTo(actor, dest, duration, characterController.getSupportedMovementDirections(),
pathTolerance, (actorPos - dest).length(), PathType::Partial)
&& std::abs(dest.z() - actorPos.z()) < pathTolerance;
if (reached)
{
if (!MWBase::Environment::get().getWorld()->getLOS(target, actor))
return false;
MWBase::Environment::get().getWindowManager()->pushGuiMode(
MWGui::GM_Dialogue, actor); // Arrest player when reached
return true;
}
actor.getClass().getCreatureStats(actor).setMovementFlag(
MWMechanics::CreatureStats::Flag_Run, true); // Make NPC run
return false;
}
MWWorld::Ptr AiPursue::getTarget() const
{
if (!mCachedTarget.isEmpty())
{
if (mCachedTarget.mRef->isDeleted() || !mCachedTarget.getRefData().isEnabled())
mCachedTarget = MWWorld::Ptr();
else
return mCachedTarget;
}
mCachedTarget = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
return mCachedTarget;
}
void AiPursue::writeState(ESM::AiSequence::AiSequence& sequence) const
{
auto pursue = std::make_unique<ESM::AiSequence::AiPursue>();
pursue->mTargetActorId = mTargetActorId;
ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Pursue;
package.mPackage = std::move(pursue);
sequence.mPackages.push_back(std::move(package));
}
} // namespace MWMechanics