#include "aifollow.hpp" #include #include #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwworld/class.hpp" #include "../mwworld/cellstore.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include #include "steering.hpp" MWMechanics::AiFollow::AiFollow(const std::string &actorId,float duration, float x, float y, float z) : mAlwaysFollow(false), mCommanded(false), mRemainingDuration(duration), mX(x), mY(y), mZ(z) , mActorRefId(actorId), mCellId(""), mActorId(-1) { } MWMechanics::AiFollow::AiFollow(const std::string &actorId,const std::string &cellId,float duration, float x, float y, float z) : mAlwaysFollow(false), mCommanded(false), mRemainingDuration(duration), mX(x), mY(y), mZ(z) , mActorRefId(actorId), mCellId(cellId), mActorId(-1) { } MWMechanics::AiFollow::AiFollow(const std::string &actorId, bool commanded) : mAlwaysFollow(true), mCommanded(commanded), mRemainingDuration(0), mX(0), mY(0), mZ(0) , mActorRefId(actorId), mCellId(""), mActorId(-1) { } MWMechanics::AiFollow::AiFollow(const ESM::AiSequence::AiFollow *follow) : mAlwaysFollow(follow->mAlwaysFollow), mRemainingDuration(follow->mRemainingDuration) , mX(follow->mData.mX), mY(follow->mData.mY), mZ(follow->mData.mZ) , mActorRefId(follow->mTargetId), mActorId(-1), mCellId(follow->mCellId) , mCommanded(follow->mCommanded) { } bool MWMechanics::AiFollow::execute (const MWWorld::Ptr& actor,float duration) { MWWorld::Ptr target = getTarget(); if (target.isEmpty()) return true; //Target doesn't exist // Only the player can be actively followed. AiFollow packages with targets other than the player // are only used for defining combat alliances, since NPCs will defend whoever they are following or being followed by. if (target != MWBase::Environment::get().getWorld()->getPlayerPtr()) return false; actor.getClass().getCreatureStats(actor).setDrawState(DrawState_Nothing); ESM::Position pos = actor.getRefData().getPosition(); //position of the actor if(!mAlwaysFollow) //Update if you only follow for a bit { //Check if we've run out of time if (mRemainingDuration != 0) { mRemainingDuration -= duration; if (duration <= 0) return true; } if((pos.pos[0]-mX)*(pos.pos[0]-mX) + (pos.pos[1]-mY)*(pos.pos[1]-mY) + (pos.pos[2]-mZ)*(pos.pos[2]-mZ) < 100*100) //Close-ish to final position { if(actor.getCell()->isExterior()) //Outside? { if(mCellId == "") //No cell to travel to return true; } else { if(mCellId == actor.getCell()->getCell()->mName) //Cell to travel to return true; } } } //Set the target destination from the actor ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos; if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 100) //Stop when you get close actor.getClass().getMovementSettings(actor).mPosition[1] = 0; else { pathTo(actor, dest, duration); //Go to the destination } //Check if you're far away if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) > 450) actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, true); //Make NPC run else if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 325) //Have a bit of a dead zone, otherwise npc will constantly flip between running and not when right on the edge of the running threshhold actor.getClass().getCreatureStats(actor).setMovementFlag(MWMechanics::CreatureStats::Flag_Run, false); //make NPC walk return false; } std::string MWMechanics::AiFollow::getFollowedActor() { return mActorRefId; } MWMechanics::AiFollow *MWMechanics::AiFollow::clone() const { return new AiFollow(*this); } int MWMechanics::AiFollow::getTypeId() const { return TypeIdFollow; } bool MWMechanics::AiFollow::isCommanded() const { return mCommanded; } void MWMechanics::AiFollow::writeState(ESM::AiSequence::AiSequence &sequence) const { std::auto_ptr follow(new ESM::AiSequence::AiFollow()); follow->mData.mX = mX; follow->mData.mY = mY; follow->mData.mZ = mZ; follow->mTargetId = mActorRefId; follow->mRemainingDuration = mRemainingDuration; follow->mCellId = mCellId; follow->mAlwaysFollow = mAlwaysFollow; follow->mCommanded = mCommanded; ESM::AiSequence::AiPackageContainer package; package.mType = ESM::AiSequence::Ai_Follow; package.mPackage = follow.release(); sequence.mPackages.push_back(package); } MWWorld::Ptr MWMechanics::AiFollow::getTarget() { if (mActorId == -2) return MWWorld::Ptr(); if (mActorId == -1) { MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mActorRefId, false); if (target.isEmpty()) { mActorId = -2; return target; } else mActorId = target.getClass().getCreatureStats(target).getActorId(); } if (mActorId != -1) return MWBase::Environment::get().getWorld()->searchPtrViaActorId(mActorId); else return MWWorld::Ptr(); }