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105 lines
3.1 KiB
C++
105 lines
3.1 KiB
C++
#ifndef GAME_MWMECHANICS_AIFOLLOW_H
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#define GAME_MWMECHANICS_AIFOLLOW_H
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#include "aitemporarybase.hpp"
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#include "typedaipackage.hpp"
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#include <string>
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#include <string_view>
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#include <components/esm/defs.hpp>
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#include "../mwworld/ptr.hpp"
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namespace ESM::AiSequence
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{
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struct AiFollow;
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}
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namespace MWMechanics
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{
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struct AiFollowStorage : AiTemporaryBase
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{
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float mTimer;
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bool mMoving;
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float mTargetAngleRadians;
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bool mTurnActorToTarget;
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AiFollowStorage()
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: mTimer(0.f)
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, mMoving(false)
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, mTargetAngleRadians(0.f)
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, mTurnActorToTarget(false)
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{
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}
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};
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/// \brief AiPackage for an actor to follow another actor/the PC
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/** The AI will follow the target until a condition (time, or position) are set. Both can be disabled to cause the
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*actor to follow the other indefinitely
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**/
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class AiFollow final : public TypedAiPackage<AiFollow>
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{
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public:
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/// Follow Actor for duration or until you arrive at a world position
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AiFollow(const ESM::RefId& actorId, float duration, float x, float y, float z, bool repeat);
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/// Follow Actor for duration or until you arrive at a position in a cell
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AiFollow(
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const ESM::RefId& actorId, std::string_view cellId, float duration, float x, float y, float z, bool repeat);
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/// Follow Actor indefinitely
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AiFollow(const MWWorld::Ptr& actor, bool commanded = false);
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AiFollow(const ESM::AiSequence::AiFollow* follow);
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bool execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state,
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float duration) override;
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static constexpr AiPackageTypeId getTypeId() { return AiPackageTypeId::Follow; }
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static constexpr Options makeDefaultOptions()
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{
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AiPackage::Options options;
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options.mUseVariableSpeed = true;
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options.mSideWithTarget = true;
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options.mFollowTargetThroughDoors = true;
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return options;
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}
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/// Returns the actor being followed
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ESM::RefId getFollowedActor();
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void writeState(ESM::AiSequence::AiSequence& sequence) const override;
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bool isCommanded() const;
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int getFollowIndex() const;
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void fastForward(const MWWorld::Ptr& actor, AiState& state) override;
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osg::Vec3f getDestination() const override
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{
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MWWorld::Ptr target = getTarget();
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if (target.isEmpty())
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return osg::Vec3f(0, 0, 0);
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return target.getRefData().getPosition().asVec3();
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}
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private:
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/// This will make the actor always follow.
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/** Thus ignoring mDuration and mX,mY,mZ (used for summoned creatures). **/
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const bool mAlwaysFollow;
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const float mDuration; // Hours
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float mRemainingDuration; // Hours
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const float mX;
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const float mY;
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const float mZ;
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const std::string mCellId;
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bool mActive; // have we spotted the target?
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const int mFollowIndex;
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static int mFollowIndexCounter;
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};
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}
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#endif
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