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OpenMW/apps/openmw/mwmechanics/aifollow.hpp

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#ifndef GAME_MWMECHANICS_AIFOLLOW_H
#define GAME_MWMECHANICS_AIFOLLOW_H
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#include "aipackage.hpp"
#include <string>
#include "pathfinding.hpp"
#include <components/esm/defs.hpp>
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namespace ESM
{
namespace AiSequence
{
struct AiFollow;
}
}
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namespace MWMechanics
{
/// \brief AiPackage for an actor to follow another actor/the PC
/** The AI will follow the target until a condition (time, or position) are set. Both can be disabled to cause the actor to follow the other indefinitely
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**/
class AiFollow : public AiPackage
{
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public:
/// Follow Actor for duration or until you arrive at a world position
AiFollow(const std::string &ActorId,float duration, float X, float Y, float Z);
/// Follow Actor for duration or until you arrive at a position in a cell
AiFollow(const std::string &ActorId,const std::string &CellId,float duration, float X, float Y, float Z);
/// Follow Actor indefinitively
AiFollow(const std::string &ActorId);
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AiFollow(const ESM::AiSequence::AiFollow* follow);
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virtual AiFollow *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor,float duration);
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virtual int getTypeId() const;
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/// Returns the actor being followed
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std::string getFollowedActor();
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virtual void writeState (ESM::AiSequence::AiSequence& sequence) const;
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private:
/// This will make the actor always follow.
/** Thus ignoring mDuration and mX,mY,mZ (used for summoned creatures). **/
bool mAlwaysFollow;
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float mRemainingDuration; // Seconds
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float mX;
float mY;
float mZ;
std::string mActorId;
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std::string mCellId;
};
}
#endif