#ifndef GAME_MWMECHANICS_AIPURSUE_H #define GAME_MWMECHANICS_AIPURSUE_H #include "aipackage.hpp" #include #include "pathfinding.hpp" namespace MWMechanics { /// \brief Makes the actor very closely follow the actor /** Used for arresting players. Causes the actor to run to the pursued actor and activate them, to arrest them. Note that while very similar to AiActivate, it will ONLY activate when evry close to target (Not also when the path is completed). **/ class AiPursue : public AiPackage { public: ///Constructor /** \param objectId Actor to pursue **/ AiPursue(const std::string &objectId); virtual AiPursue *clone() const; virtual bool execute (const MWWorld::Ptr& actor,float duration); virtual int getTypeId() const; private: std::string mObjectId; int mCellX; int mCellY; }; } #endif