forked from mirror/openmw-tes3mp
Un-reverted actorId for AiPursue
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parent
e266aff561
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92c5bb56e0
3 changed files with 11 additions and 10 deletions
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@ -759,7 +759,7 @@ namespace MWMechanics
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&& MWBase::Environment::get().getWorld()->getLOS(ptr, player)
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&& MWBase::Environment::get().getWorld()->getLOS(ptr, player)
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&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr))
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&& MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr))
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{
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{
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creatureStats.getAiSequence().stack(AiPursue(player.getClass().getId(player)), ptr);
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creatureStats.getAiSequence().stack(AiPursue(player), ptr);
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creatureStats.setAlarmed(true);
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creatureStats.setAlarmed(true);
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npcStats.setCrimeId(MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId());
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npcStats.setCrimeId(MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId());
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}
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}
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@ -788,7 +788,7 @@ namespace MWMechanics
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else if (!creatureStats.isHostile() && creatureStats.getAiSequence().getTypeId() != AiPackage::TypeIdPursue)
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else if (!creatureStats.isHostile() && creatureStats.getAiSequence().getTypeId() != AiPackage::TypeIdPursue)
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{
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{
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if (ptr.getClass().isClass(ptr, "Guard"))
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if (ptr.getClass().isClass(ptr, "Guard"))
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creatureStats.getAiSequence().stack(AiPursue(player.getClass().getId(player)), ptr);
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creatureStats.getAiSequence().stack(AiPursue(player), ptr);
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else
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else
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{
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{
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MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, player);
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MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, player);
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@ -7,12 +7,14 @@
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#include "../mwworld/action.hpp"
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#include "../mwworld/action.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwworld/cellstore.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "steering.hpp"
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#include "steering.hpp"
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#include "movement.hpp"
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#include "movement.hpp"
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#include "creaturestats.hpp"
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#include "creaturestats.hpp"
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MWMechanics::AiPursue::AiPursue(const std::string &objectId)
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MWMechanics::AiPursue::AiPursue(const MWWorld::Ptr& actor)
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: mObjectId(objectId)
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: mActorId(actor.getClass().getCreatureStats(actor).getActorId())
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{
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{
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}
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}
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MWMechanics::AiPursue *MWMechanics::AiPursue::clone() const
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MWMechanics::AiPursue *MWMechanics::AiPursue::clone() const
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@ -23,7 +25,7 @@ bool MWMechanics::AiPursue::execute (const MWWorld::Ptr& actor, float duration)
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{
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{
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ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
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ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId); //The target to follow
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if(target == MWWorld::Ptr())
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if(target == MWWorld::Ptr())
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return true; //Target doesn't exist
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return true; //Target doesn't exist
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@ -33,8 +35,7 @@ bool MWMechanics::AiPursue::execute (const MWWorld::Ptr& actor, float duration)
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if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 100) { //Stop when you get close
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if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 100) { //Stop when you get close
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
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MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mObjectId,false);
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target.getClass().activate(target,actor).get()->execute(actor); //Arrest player
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MWWorld::Class::get(target).activate(target,actor).get()->execute(actor); //Arrest player
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return true;
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return true;
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}
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}
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else {
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else {
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@ -16,14 +16,14 @@ namespace MWMechanics
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{
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{
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public:
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public:
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///Constructor
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///Constructor
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/** \param objectId Actor to pursue **/
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/** \param actor Actor to pursue **/
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AiPursue(const std::string &objectId);
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AiPursue(const MWWorld::Ptr& actor);
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virtual AiPursue *clone() const;
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virtual AiPursue *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor,float duration);
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virtual bool execute (const MWWorld::Ptr& actor,float duration);
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virtual int getTypeId() const;
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virtual int getTypeId() const;
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private:
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private:
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std::string mObjectId;
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int mActorId; // The actor to pursue
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int mCellX;
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int mCellX;
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int mCellY;
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int mCellY;
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};
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};
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