#ifndef GAME_MWMECHANICS_AIPURSUE_H #define GAME_MWMECHANICS_AIPURSUE_H #include "aipackage.hpp" #include #include "pathfinding.hpp" namespace MWMechanics { /// \brief Makes the actor very closely follow the actor /** Used for getting closer to fight, or to arrest (I think?) **/ class AiPersue : public AiPackage { public: ///Constructor /** \param objectId Actor to pursue **/ AiPersue(const std::string &objectId); virtual AiPersue *clone() const; class AiPursue : public AiPackage { public: AiPursue(const std::string &objectId); virtual AiPursue *clone() const; virtual bool execute (const MWWorld::Ptr& actor,float duration); virtual int getTypeId() const; private: std::string mObjectId; PathFinder mPathFinder; int mCellX; int mCellY; }; } #endif