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OpenMW/apps/openmw/mwmechanics/aiactivate.hpp

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#ifndef GAME_MWMECHANICS_AIACTIVATE_H
#define GAME_MWMECHANICS_AIACTIVATE_H
#include "typedaipackage.hpp"
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#include <string>
#include "pathfinding.hpp"
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namespace ESM
{
namespace AiSequence
{
struct AiActivate;
}
}
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namespace MWMechanics
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{
/// \brief Causes actor to walk to activatable object and activate it
/** Will activate when close to object **/
class AiActivate final : public TypedAiPackage<AiActivate>
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{
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public:
/// Constructor
/** \param objectId Reference to object to activate **/
AiActivate(const std::string &objectId);
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AiActivate(const ESM::AiSequence::AiActivate* activate);
bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) final;
static constexpr AiPackageTypeId getTypeId() { return AiPackageTypeId::Activate; }
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void writeState(ESM::AiSequence::AiSequence& sequence) const final;
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private:
const std::string mObjectId;
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};
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}
#endif // GAME_MWMECHANICS_AIACTIVATE_H