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107 lines
3.6 KiB
C++
107 lines
3.6 KiB
C++
#include "aipursue.hpp"
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#include <components/esm3/aisequence.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwworld/class.hpp"
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#include "actorutil.hpp"
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#include "character.hpp"
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#include "creaturestats.hpp"
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#include "npcstats.hpp"
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namespace MWMechanics
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{
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AiPursue::AiPursue(const MWWorld::Ptr& actor)
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{
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mTargetActorId = actor.getClass().getCreatureStats(actor).getActorId();
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}
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AiPursue::AiPursue(const ESM::AiSequence::AiPursue* pursue)
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{
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mTargetActorId = pursue->mTargetActorId;
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}
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bool AiPursue::execute(
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const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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if (actor.getClass().getCreatureStats(actor).isDead())
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return true;
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const MWWorld::Ptr target
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= MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId); // The target to follow
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// Stop if the target doesn't exist
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// Really we should be checking whether the target is currently registered with the MechanicsManager
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if (target == MWWorld::Ptr() || !target.getCellRef().getCount() || !target.getRefData().isEnabled())
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return true;
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if (isTargetMagicallyHidden(target)
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&& !MWBase::Environment::get().getMechanicsManager()->awarenessCheck(target, actor))
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return false;
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if (target.getClass().getCreatureStats(target).isDead())
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return true;
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if (target.getClass().getNpcStats(target).getBounty() <= 0)
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return true;
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Nothing);
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// Set the target destination
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const osg::Vec3f dest = target.getRefData().getPosition().asVec3();
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const osg::Vec3f actorPos = actor.getRefData().getPosition().asVec3();
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const float pathTolerance = 100.f;
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// check the true distance in case the target is far away in Z-direction
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bool reached = pathTo(actor, dest, duration, characterController.getSupportedMovementDirections(),
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pathTolerance, (actorPos - dest).length(), PathType::Partial)
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&& std::abs(dest.z() - actorPos.z()) < pathTolerance;
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if (reached)
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{
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if (!MWBase::Environment::get().getWorld()->getLOS(target, actor))
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return false;
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MWBase::Environment::get().getWindowManager()->pushGuiMode(
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MWGui::GM_Dialogue, actor); // Arrest player when reached
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return true;
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}
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actor.getClass().getCreatureStats(actor).setMovementFlag(
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MWMechanics::CreatureStats::Flag_Run, true); // Make NPC run
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return false;
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}
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MWWorld::Ptr AiPursue::getTarget() const
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{
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if (!mCachedTarget.isEmpty())
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{
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if (mCachedTarget.mRef->isDeleted() || !mCachedTarget.getRefData().isEnabled())
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mCachedTarget = MWWorld::Ptr();
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else
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return mCachedTarget;
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}
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mCachedTarget = MWBase::Environment::get().getWorld()->searchPtrViaActorId(mTargetActorId);
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return mCachedTarget;
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}
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void AiPursue::writeState(ESM::AiSequence::AiSequence& sequence) const
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{
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auto pursue = std::make_unique<ESM::AiSequence::AiPursue>();
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pursue->mTargetActorId = mTargetActorId;
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ESM::AiSequence::AiPackageContainer package;
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package.mType = ESM::AiSequence::Ai_Pursue;
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package.mPackage = std::move(pursue);
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sequence.mPackages.push_back(std::move(package));
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}
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} // namespace MWMechanics
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