openmw-tes3coop/apps/openmw/mwmechanics/aisequence.cpp
scrawl 122e606e30 Crime: improvement to arrest on sight for large bounties
iCrimeThreshold controls the needed bounty to have guards run to the player and force dialogue. In vanilla, the greeting dialogue is scripted to either arrest the player (< 5000 bounty) or present a death sentence and attack (>= 5000 bounty).
2014-05-03 12:17:44 +02:00

197 lines
5.7 KiB
C++

#include "aisequence.hpp"
#include "aipackage.hpp"
#include "aiwander.hpp"
#include "aiescort.hpp"
#include "aitravel.hpp"
#include "aifollow.hpp"
#include "aiactivate.hpp"
#include "aicombat.hpp"
#include "../mwworld/class.hpp"
#include "creaturestats.hpp"
#include "npcstats.hpp"
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
void MWMechanics::AiSequence::copy (const AiSequence& sequence)
{
for (std::list<AiPackage *>::const_iterator iter (sequence.mPackages.begin());
iter!=sequence.mPackages.end(); ++iter)
mPackages.push_back ((*iter)->clone());
}
MWMechanics::AiSequence::AiSequence() : mDone (false), mLastAiPackage(-1) {}
MWMechanics::AiSequence::AiSequence (const AiSequence& sequence) : mDone (false)
{
copy (sequence);
}
MWMechanics::AiSequence& MWMechanics::AiSequence::operator= (const AiSequence& sequence)
{
if (this!=&sequence)
{
clear();
copy (sequence);
mDone = sequence.mDone;
}
return *this;
}
MWMechanics::AiSequence::~AiSequence()
{
clear();
}
int MWMechanics::AiSequence::getTypeId() const
{
if (mPackages.empty())
return -1;
return mPackages.front()->getTypeId();
}
bool MWMechanics::AiSequence::getCombatTarget(std::string &targetActorId) const
{
if (getTypeId() != AiPackage::TypeIdCombat)
return false;
const AiCombat *combat = static_cast<const AiCombat *>(mPackages.front());
targetActorId = combat->getTargetId();
return true;
}
void MWMechanics::AiSequence::stopCombat()
{
while (getTypeId() == AiPackage::TypeIdCombat)
{
delete *mPackages.begin();
mPackages.erase (mPackages.begin());
}
}
void MWMechanics::AiSequence::stopPersue()
{
while (getTypeId() == AiPackage::TypeIdPersue)
{
delete *mPackages.begin();
mPackages.erase (mPackages.begin());
}
}
bool MWMechanics::AiSequence::isPackageDone() const
{
return mDone;
}
void MWMechanics::AiSequence::execute (const MWWorld::Ptr& actor,float duration)
{
if(actor != MWBase::Environment::get().getWorld()->getPlayerPtr())
{
if (!mPackages.empty())
{
MWMechanics::AiPackage* package = mPackages.front();
mLastAiPackage = package->getTypeId();
if (package->execute (actor,duration))
{
// To account for the rare case where AiPackage::execute() queued another AI package
// (e.g. AiPersue executing a dialogue script that uses startCombat)
std::list<MWMechanics::AiPackage*>::iterator toRemove =
std::find(mPackages.begin(), mPackages.end(), package);
mPackages.erase(toRemove);
delete package;
mDone = true;
}
else
{
mDone = false;
}
}
}
}
void MWMechanics::AiSequence::clear()
{
for (std::list<AiPackage *>::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter)
delete *iter;
mPackages.clear();
}
void MWMechanics::AiSequence::stack (const AiPackage& package, const MWWorld::Ptr& actor)
{
if (package.getTypeId() == AiPackage::TypeIdCombat || package.getTypeId() == AiPackage::TypeIdPersue)
{
// Notify AiWander of our current position so we can return to it after combat finished
for (std::list<AiPackage *>::const_iterator iter (mPackages.begin()); iter!=mPackages.end(); ++iter)
{
if ((*iter)->getTypeId() == AiPackage::TypeIdWander)
static_cast<AiWander*>(*iter)->setReturnPosition(Ogre::Vector3(actor.getRefData().getPosition().pos));
}
}
for(std::list<AiPackage *>::iterator it = mPackages.begin(); it != mPackages.end(); ++it)
{
if(mPackages.front()->getPriority() <= package.getPriority())
{
mPackages.insert(it,package.clone());
return;
}
}
if(mPackages.empty())
mPackages.push_front (package.clone());
}
void MWMechanics::AiSequence::queue (const AiPackage& package)
{
mPackages.push_back (package.clone());
}
MWMechanics::AiPackage* MWMechanics::AiSequence::getActivePackage()
{
if(mPackages.empty())
throw std::runtime_error(std::string("No AI Package!"));
else
return mPackages.front();
}
void MWMechanics::AiSequence::fill(const ESM::AIPackageList &list)
{
for (std::vector<ESM::AIPackage>::const_iterator it = list.mList.begin(); it != list.mList.end(); ++it)
{
MWMechanics::AiPackage* package;
if (it->mType == ESM::AI_Wander)
{
ESM::AIWander data = it->mWander;
std::vector<int> idles;
for (int i=0; i<8; ++i)
idles.push_back(data.mIdle[i]);
package = new MWMechanics::AiWander(data.mDistance, data.mDuration, data.mTimeOfDay, idles, data.mShouldRepeat);
}
else if (it->mType == ESM::AI_Escort)
{
ESM::AITarget data = it->mTarget;
package = new MWMechanics::AiEscort(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ);
}
else if (it->mType == ESM::AI_Travel)
{
ESM::AITravel data = it->mTravel;
package = new MWMechanics::AiTravel(data.mX, data.mY, data.mZ);
}
else if (it->mType == ESM::AI_Activate)
{
ESM::AIActivate data = it->mActivate;
package = new MWMechanics::AiActivate(data.mName.toString());
}
else //if (it->mType == ESM::AI_Follow)
{
ESM::AITarget data = it->mTarget;
package = new MWMechanics::AiFollow(data.mId.toString(), data.mDuration, data.mX, data.mY, data.mZ);
}
mPackages.push_back(package);
}
}