#ifndef GAME_MWMECHANICS_AIPACKAGE_H #define GAME_MWMECHANICS_AIPACKAGE_H #include "pathfinding.hpp" #include #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; /// \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, 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) {} 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, 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); /// 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(ESM::Pathgrid::Point dest, const ESM::Cell *cell); // TODO: all this does not belong here, move into temporary storage PathFinder mPathFinder; ObstacleCheck mObstacleCheck; float mTimer; float mStuckTimer; ESM::Position mStuckPos; ESM::Pathgrid::Point mPrevDest; bool mShortcutProhibited; // shortcutting may be prohibited after unsuccessful attempt ESM::Pathgrid::Point mShortcutFailPos; // position of last shortcut fail }; } #endif