#include "aiactivate.hpp" #include #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwworld/class.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include "steering.hpp" namespace MWMechanics { AiActivate::AiActivate(const std::string &objectId) : mObjectId(objectId) { } bool AiActivate::execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) { const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing); // Stop if the target doesn't exist // Really we should be checking whether the target is currently registered with the MechanicsManager if (target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled()) return true; // Turn to target and move to it directly, without pathfinding. const osg::Vec3f targetDir = target.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3(); zTurn(actor, std::atan2(targetDir.x(), targetDir.y()), 0.f); actor.getClass().getMovementSettings(actor).mPosition[1] = 1; actor.getClass().getMovementSettings(actor).mPosition[0] = 0; if (MWBase::Environment::get().getWorld()->getMaxActivationDistance() >= targetDir.length()) { // Note: we intentionally do not cancel package after activation here for backward compatibility with original engine. MWBase::Environment::get().getWorld()->activate(target, actor); } return false; } void AiActivate::writeState(ESM::AiSequence::AiSequence &sequence) const { std::unique_ptr activate(new ESM::AiSequence::AiActivate()); activate->mTargetId = mObjectId; ESM::AiSequence::AiPackageContainer package; package.mType = ESM::AiSequence::Ai_Activate; package.mPackage = activate.release(); sequence.mPackages.push_back(package); } AiActivate::AiActivate(const ESM::AiSequence::AiActivate *activate) : mObjectId(activate->mTargetId) { } }