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2eb9d4ad4e
Mutate base records when editing AI settings (#2798)
61 lines
1.7 KiB
C++
61 lines
1.7 KiB
C++
#ifndef OPENMW_MWMECHANICS_ACTORUTIL_H
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#define OPENMW_MWMECHANICS_ACTORUTIL_H
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#include <components/esm/loadcrea.hpp>
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#include <components/esm/loadnpc.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/esmstore.hpp"
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#include "./creaturestats.hpp"
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namespace MWWorld
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{
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class Ptr;
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}
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namespace MWMechanics
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{
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enum GreetingState
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{
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Greet_None,
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Greet_InProgress,
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Greet_Done
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};
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MWWorld::Ptr getPlayer();
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bool isPlayerInCombat();
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bool canActorMoveByZAxis(const MWWorld::Ptr& actor);
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template<class T>
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void setBaseAISetting(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value)
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{
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T copy = *MWBase::Environment::get().getWorld()->getStore().get<T>().find(id);
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switch(setting)
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{
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case MWMechanics::CreatureStats::AiSetting::AI_Hello:
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copy.mAiData.mHello = value;
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break;
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case MWMechanics::CreatureStats::AiSetting::AI_Fight:
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copy.mAiData.mFight = value;
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break;
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case MWMechanics::CreatureStats::AiSetting::AI_Flee:
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copy.mAiData.mFlee = value;
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break;
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case MWMechanics::CreatureStats::AiSetting::AI_Alarm:
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copy.mAiData.mAlarm = value;
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break;
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default:
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assert(0);
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}
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MWBase::Environment::get().getWorld()->createOverrideRecord(copy);
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}
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template void setBaseAISetting<ESM::Creature>(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value);
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template void setBaseAISetting<ESM::NPC>(const std::string& id, MWMechanics::CreatureStats::AiSetting setting, int value);
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}
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#endif
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