# ifndef GAME_MWMECHANICS_AIPACKAGE_H
# define GAME_MWMECHANICS_AIPACKAGE_H
# include "pathfinding.hpp"
# include <components/esm/defs.hpp>
# include "obstacle.hpp"
# include "aistate.hpp"
namespace MWWorld
{
class Ptr ;
}
namespace ESM
{
struct Cell ;
namespace AiSequence
{
struct AiSequence ;
}
}
namespace MWMechanics
{
class CharacterController ;
/// \brief Base class for AI packages
class AiPackage
{
public :
///Enumerates the various AITypes availible.
enum TypeId {
TypeIdNone = - 1 ,
TypeIdWander = 0 ,
TypeIdTravel = 1 ,
TypeIdEscort = 2 ,
TypeIdFollow = 3 ,
TypeIdActivate = 4 ,
TypeIdCombat = 5 ,
TypeIdPursue = 6 ,
TypeIdAvoidDoor = 7
} ;
///Default constructor
AiPackage ( ) ;
///Default Deconstructor
virtual ~ AiPackage ( ) ;
///Clones the package
virtual AiPackage * clone ( ) const = 0 ;
/// Updates and runs the package (Should run every frame)
/// \return Package completed?
virtual bool execute ( const MWWorld : : Ptr & actor , CharacterController & characterController , AiState & state , float duration ) = 0 ;
/// Returns the TypeID of the AiPackage
/// \see enum TypeId
virtual int getTypeId ( ) const = 0 ;
/// Higher number is higher priority (0 being the lowest)
virtual unsigned int getPriority ( ) const { return 0 ; }
virtual void writeState ( ESM : : AiSequence : : AiSequence & sequence ) const { }
/// Simulates the passing of time
virtual void fastForward ( const MWWorld : : Ptr & actor , AiState & state ) { }
/// Get the target actor the AI is targeted at (not applicable to all AI packages, default return empty Ptr)
virtual MWWorld : : Ptr getTarget ( ) ;
/// Return true if having this AiPackage makes the actor side with the target in fights (default false)
virtual bool sideWithTarget ( ) const ;
/// Return true if the actor should follow the target through teleport doors (default false)
virtual bool followTargetThroughDoors ( ) const ;
bool isTargetMagicallyHidden ( const MWWorld : : Ptr & target ) ;
protected :
/// Causes the actor to attempt to walk to the specified location
/** \return If the actor has arrived at his destination **/
bool pathTo ( const MWWorld : : Ptr & actor , ESM : : Pathgrid : : Point dest , float duration ) ;
virtual bool doesPathNeedRecalc ( ESM : : Pathgrid : : Point dest , const ESM : : Cell * cell ) ;
void evadeObstacles ( const MWWorld : : Ptr & actor , float duration , const ESM : : Position & pos ) ;
// TODO: all this does not belong here, move into temporary storage
PathFinder mPathFinder ;
ObstacleCheck mObstacleCheck ;
float mTimer ;
ESM : : Pathgrid : : Point mPrevDest ;
bool isWithinMaxRange ( const osg : : Vec3f & pos1 , const osg : : Vec3f & pos2 ) const
{
// Maximum travel distance for vanilla compatibility.
// Was likely meant to prevent NPCs walking into non-loaded exterior cells, but for some reason is used in interior cells as well.
// We can make this configurable at some point, but the default *must* be the below value. Anything else will break shoddily-written content (*cough* MW *cough*) in bizarre ways.
return ( pos1 - pos2 ) . length2 ( ) < = 7168 * 7168 ;
}
private :
bool isNearInactiveCell ( const ESM : : Position & actorPos ) ;
} ;
}
# endif