#ifndef GAME_MWMECHANICS_AICOMBAT_H #define GAME_MWMECHANICS_AICOMBAT_H #include "aitemporarybase.hpp" #include "typedaipackage.hpp" #include "../mwworld/cellstore.hpp" // for Doors #include "aitimer.hpp" #include "movement.hpp" namespace ESM { namespace AiSequence { struct AiCombat; } } namespace MWMechanics { class Action; /// \brief This class holds the variables AiCombat needs which are deleted if the package becomes inactive. struct AiCombatStorage : AiTemporaryBase { float mAttackCooldown; AiReactionTimer mReaction; float mTimerCombatMove; bool mReadyToAttack; bool mAttack; float mAttackRange; bool mCombatMove; bool mRotateMove; osg::Vec3f mLastTargetPos; const MWWorld::CellStore* mCell; std::unique_ptr mCurrentAction; float mActionCooldown; float mStrength; bool mForceNoShortcut; ESM::Position mShortcutFailPos; MWMechanics::Movement mMovement; enum FleeState { FleeState_None, FleeState_Idle, FleeState_RunBlindly, FleeState_RunToDestination }; FleeState mFleeState; bool mLOS; float mUpdateLOSTimer; float mFleeBlindRunTimer; ESM::Pathgrid::Point mFleeDest; bool mUseCustomDestination; osg::Vec3f mCustomDestination; AiCombatStorage(); void startCombatMove(bool isDistantCombat, float distToTarget, float rangeAttack, const MWWorld::Ptr& actor, const MWWorld::Ptr& target); void updateCombatMove(float duration); void stopCombatMove(); void startAttackIfReady(const MWWorld::Ptr& actor, CharacterController& characterController, const ESM::Weapon* weapon, bool distantCombat); void updateAttack(const MWWorld::Ptr& actor, CharacterController& characterController); void stopAttack(); void startFleeing(); void stopFleeing(); bool isFleeing(); }; /// \brief Causes the actor to fight another actor class AiCombat final : public TypedAiPackage { public: /// Constructor /** \param actor Actor to fight **/ explicit AiCombat(const MWWorld::Ptr& actor); explicit AiCombat(const ESM::AiSequence::AiCombat* combat); void init(); bool execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) override; static constexpr AiPackageTypeId getTypeId() { return AiPackageTypeId::Combat; } static constexpr Options makeDefaultOptions() { AiPackage::Options options; options.mPriority = 1; options.mCanCancel = false; options.mShouldCancelPreviousAi = false; return options; } /// Returns target ID MWWorld::Ptr getTarget() const override; void writeState(ESM::AiSequence::AiSequence& sequence) const override; private: /// Returns true if combat should end bool attack(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, AiCombatStorage& storage, CharacterController& characterController); void updateLOS(const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, AiCombatStorage& storage); void updateFleeing( const MWWorld::Ptr& actor, const MWWorld::Ptr& target, float duration, AiCombatStorage& storage); /// Transfer desired movement (from AiCombatStorage) to Actor void updateActorsMovement(const MWWorld::Ptr& actor, float duration, AiCombatStorage& storage); void rotateActorOnAxis(const MWWorld::Ptr& actor, int axis, MWMechanics::Movement& actorMovementSettings, AiCombatStorage& storage); }; } #endif