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openmw/apps/openmw/mwmechanics/aifollow.hpp

105 lines
3.1 KiB
C++

#ifndef GAME_MWMECHANICS_AIFOLLOW_H
#define GAME_MWMECHANICS_AIFOLLOW_H
#include "aitemporarybase.hpp"
#include "typedaipackage.hpp"
#include <string>
#include <string_view>
#include <components/esm/defs.hpp>
#include "../mwworld/ptr.hpp"
namespace ESM::AiSequence
{
struct AiFollow;
}
namespace MWMechanics
{
struct AiFollowStorage : AiTemporaryBase
{
float mTimer;
bool mMoving;
float mTargetAngleRadians;
bool mTurnActorToTarget;
AiFollowStorage()
: mTimer(0.f)
, mMoving(false)
, mTargetAngleRadians(0.f)
, mTurnActorToTarget(false)
{
}
};
/// \brief AiPackage for an actor to follow another actor/the PC
/** The AI will follow the target until a condition (time, or position) are set. Both can be disabled to cause the
*actor to follow the other indefinitely
**/
class AiFollow final : public TypedAiPackage<AiFollow>
{
public:
/// Follow Actor for duration or until you arrive at a world position
AiFollow(const ESM::RefId& actorId, float duration, float x, float y, float z, bool repeat);
/// Follow Actor for duration or until you arrive at a position in a cell
AiFollow(
const ESM::RefId& actorId, std::string_view cellId, float duration, float x, float y, float z, bool repeat);
/// Follow Actor indefinitely
AiFollow(const MWWorld::Ptr& actor, bool commanded = false);
AiFollow(const ESM::AiSequence::AiFollow* follow);
bool execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state,
float duration) override;
static constexpr AiPackageTypeId getTypeId() { return AiPackageTypeId::Follow; }
static constexpr Options makeDefaultOptions()
{
AiPackage::Options options;
options.mUseVariableSpeed = true;
options.mSideWithTarget = true;
options.mFollowTargetThroughDoors = true;
return options;
}
/// Returns the actor being followed
ESM::RefId getFollowedActor();
void writeState(ESM::AiSequence::AiSequence& sequence) const override;
bool isCommanded() const;
int getFollowIndex() const;
void fastForward(const MWWorld::Ptr& actor, AiState& state) override;
osg::Vec3f getDestination() const override
{
MWWorld::Ptr target = getTarget();
if (target.isEmpty())
return osg::Vec3f(0, 0, 0);
return target.getRefData().getPosition().asVec3();
}
private:
/// This will make the actor always follow.
/** Thus ignoring mDuration and mX,mY,mZ (used for summoned creatures). **/
const bool mAlwaysFollow;
const float mDuration; // Hours
float mRemainingDuration; // Hours
const float mX;
const float mY;
const float mZ;
const std::string mCellId;
bool mActive; // have we spotted the target?
const int mFollowIndex;
static int mFollowIndexCounter;
};
}
#endif