#include "aipursue.hpp"

#include "../mwbase/environment.hpp"

#include "../mwworld/class.hpp"
#include "../mwworld/action.hpp"
#include "../mwworld/cellstore.hpp"

#include "../mwmechanics/creaturestats.hpp"

#include "movement.hpp"
#include "creaturestats.hpp"

namespace MWMechanics
{

AiPursue::AiPursue(const MWWorld::Ptr& actor)
    : mTargetActorId(actor.getClass().getCreatureStats(actor).getActorId())
{
}
AiPursue *MWMechanics::AiPursue::clone() const
{
    return new AiPursue(*this);
}
bool AiPursue::execute (const MWWorld::Ptr& actor, float duration)
{
    ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
    const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); //The target to follow

    if(target == MWWorld::Ptr())
        return true; //Target doesn't exist

    //Set the target desition from the actor
    ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;

    if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 100) { //Stop when you get close
        actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
        target.getClass().activate(target,actor).get()->execute(actor); //Arrest player
        return true;
    }
    else {
        pathTo(actor, dest, duration); //Go to the destination
    }

    actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run

    return false;
}

int AiPursue::getTypeId() const
{
    return TypeIdPursue;
}

MWWorld::Ptr AiPursue::getTarget() const
{
    return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
}

} // namespace MWMechanics