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73 lines
1.9 KiB
C++
73 lines
1.9 KiB
C++
#ifndef GAME_MWMECHANICS_AITRAVEL_H
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#define GAME_MWMECHANICS_AITRAVEL_H
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#include "typedaipackage.hpp"
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namespace ESM
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{
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namespace AiSequence
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{
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struct AiTravel;
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}
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}
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namespace MWMechanics
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{
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struct AiInternalTravel;
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/// \brief Causes the AI to travel to the specified point
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class AiTravel : public TypedAiPackage<AiTravel>
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{
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public:
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AiTravel(float x, float y, float z, bool repeat, AiTravel* derived);
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AiTravel(float x, float y, float z, AiInternalTravel* derived);
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AiTravel(float x, float y, float z, bool repeat);
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explicit AiTravel(const ESM::AiSequence::AiTravel* travel);
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/// Simulates the passing of time
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void fastForward(const MWWorld::Ptr& actor, AiState& state) override;
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void writeState(ESM::AiSequence::AiSequence& sequence) const override;
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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::Travel; }
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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.mAlwaysActive = true;
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return options;
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}
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osg::Vec3f getDestination() const override { return osg::Vec3f(mX, mY, mZ); }
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private:
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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 bool mHidden;
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float mDestinationTimer;
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};
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struct AiInternalTravel final : public AiTravel
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{
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AiInternalTravel(float x, float y, float z);
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explicit AiInternalTravel(const ESM::AiSequence::AiTravel* travel);
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static constexpr AiPackageTypeId getTypeId() { return AiPackageTypeId::InternalTravel; }
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std::unique_ptr<AiPackage> clone() const override;
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};
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}
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#endif
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