#ifndef GAME_MWMECHANICS_AIPACKAGE_H #define GAME_MWMECHANICS_AIPACKAGE_H #include #include "pathfinding.hpp" #include "obstacle.hpp" #include "aistate.hpp" namespace MWWorld { class Ptr; } namespace ESM { struct Cell; namespace AiSequence { struct AiSequence; } } namespace MWMechanics { const float AI_REACTION_TIME = 0.25f; class CharacterController; class PathgridGraph; /// \brief Base class for AI packages class AiPackage { public: ///Enumerates the various AITypes available enum TypeId { TypeIdNone = -1, TypeIdWander = 0, TypeIdTravel = 1, TypeIdEscort = 2, TypeIdFollow = 3, TypeIdActivate = 4, // These 5 are not really handled as Ai Packages in the MW engine // For compatibility do *not* return these in the getCurrentAiPackage script function.. TypeIdCombat = 5, TypeIdPursue = 6, TypeIdAvoidDoor = 7, TypeIdFace = 8, TypeIdBreathe = 9, TypeIdInternalTravel = 10, TypeIdCast = 11 }; ///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() const; /// Get the destination point of the AI package (not applicable to all AI packages, default return (0, 0, 0)) virtual osg::Vec3f getDestination(const MWWorld::Ptr& actor) const { return osg::Vec3f(0, 0, 0); }; /// 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; /// Can this Ai package be canceled? (default true) virtual bool canCancel() const; /// Upon adding this Ai package, should the Ai Sequence attempt to cancel previous Ai packages (default true)? virtual bool shouldCancelPreviousAi() const; /// Return true if this package should repeat. Currently only used for Wander packages. virtual bool getRepeat() const; /// Reset pathfinding state void reset(); bool isTargetMagicallyHidden(const MWWorld::Ptr& target); /// Return if actor's rotation speed is sufficient to rotate to the destination pathpoint on the run. Otherwise actor should rotate while standing. static bool isReachableRotatingOnTheRun(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest); protected: /// Handles path building and shortcutting with obstacles avoiding /** \return If the actor has arrived at his destination **/ bool pathTo(const MWWorld::Ptr& actor, const ESM::Pathgrid::Point& dest, float duration, float destTolerance = 0.0f); /// Check if there aren't any obstacles along the path to make shortcut possible /// If a shortcut is possible then path will be cleared and filled with the destination point. /// \param destInLOS If not NULL function will return ray cast check result /// \return If can shortcut the path bool shortcutPath(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor, bool *destInLOS, bool isPathClear); /// Check if the way to the destination is clear, taking into account actor speed bool checkWayIsClearForActor(const ESM::Pathgrid::Point& startPoint, const ESM::Pathgrid::Point& endPoint, const MWWorld::Ptr& actor); virtual bool doesPathNeedRecalc(const ESM::Pathgrid::Point& newDest, const MWWorld::CellStore* currentCell); void evadeObstacles(const MWWorld::Ptr& actor, float duration, const ESM::Position& pos); void openDoors(const MWWorld::Ptr& actor); const PathgridGraph& getPathGridGraph(const MWWorld::CellStore* cell); // TODO: all this does not belong here, move into temporary storage PathFinder mPathFinder; ObstacleCheck mObstacleCheck; float mTimer; std::string mTargetActorRefId; mutable int mTargetActorId; osg::Vec3f mLastActorPos; short mRotateOnTheRunChecks; // attempts to check rotation to the pathpoint on the run possibility bool mIsShortcutting; // if shortcutting at the moment bool mShortcutProhibited; // shortcutting may be prohibited after unsuccessful attempt ESM::Pathgrid::Point mShortcutFailPos; // position of last shortcut fail private: bool isNearInactiveCell(const ESM::Position& actorPos); }; } #endif