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openmw/apps/openmw/mwmechanics/aiactivate.cpp

64 lines
2.4 KiB
C++

#include "aiactivate.hpp"
#include <components/esm3/aisequence.hpp>
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/class.hpp"
#include "creaturestats.hpp"
#include "movement.hpp"
#include "steering.hpp"
namespace MWMechanics
{
AiActivate::AiActivate(std::string_view objectId, bool repeat)
: TypedAiPackage<AiActivate>(repeat), mObjectId(objectId)
{
}
bool AiActivate::execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
{
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Nothing);
// 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.getRefData().getCount() || !target.getRefData().isEnabled())
return true;
// Turn to target and move to it directly, without pathfinding.
const osg::Vec3f targetDir = target.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3();
zTurn(actor, std::atan2(targetDir.x(), targetDir.y()), 0.f);
actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
actor.getClass().getMovementSettings(actor).mPosition[0] = 0;
if (MWBase::Environment::get().getWorld()->getMaxActivationDistance() >= targetDir.length())
{
// Note: we intentionally do not cancel package after activation here for backward compatibility with original engine.
MWBase::Environment::get().getWorld()->activate(target, actor);
}
return false;
}
void AiActivate::writeState(ESM::AiSequence::AiSequence &sequence) const
{
auto activate = std::make_unique<ESM::AiSequence::AiActivate>();
activate->mTargetId = mObjectId;
activate->mRepeat = getRepeat();
ESM::AiSequence::AiPackageContainer package;
package.mType = ESM::AiSequence::Ai_Activate;
package.mPackage = std::move(activate);
sequence.mPackages.push_back(std::move(package));
}
AiActivate::AiActivate(const ESM::AiSequence::AiActivate *activate)
: AiActivate(activate->mTargetId, activate->mRepeat)
{
}
}