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OpenMW/apps/openmw/mwmechanics/aiactivate.cpp
Thomas cbfa282f8d Changed implementations of aifollow/pursue/activate slightly, added ability for NPCs to go through unlocked doors (They even try locked ones), and step back from opening doors (Although it still needs some work)
Notes - When the door hits them while it's about to finish closing they will try to walk through the door.
      - Considerably more works is needed in making the NPC work out troublesome areas where they get stuck
2014-05-13 03:58:32 -04:00

50 lines
1.6 KiB
C++

#include "aiactivate.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/environment.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/action.hpp"
#include "../mwworld/cellstore.hpp"
#include "steering.hpp"
#include "movement.hpp"
MWMechanics::AiActivate::AiActivate(const std::string &objectId)
: mObjectId(objectId)
{
}
MWMechanics::AiActivate *MWMechanics::AiActivate::clone() const
{
return new AiActivate(*this);
}
bool MWMechanics::AiActivate::execute (const MWWorld::Ptr& actor,float duration)
{
ESM::Position pos = actor.getRefData().getPosition(); //position of the actor
const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
if(target == MWWorld::Ptr())
return true; //Target doesn't exist
//Set the target desition from the actor
ESM::Pathgrid::Point dest = target.getRefData().getPosition().pos;
if(distance(dest, pos.pos[0], pos.pos[1], pos.pos[2]) < 200 || mPathFinder.checkPathCompleted(pos.pos[0], pos.pos[1], pos.pos[2])) { //Stop when you get close
actor.getClass().getMovementSettings(actor).mPosition[1] = 0;
MWWorld::Ptr target = MWBase::Environment::get().getWorld()->getPtr(mObjectId,false);
MWWorld::Class::get(target).activate(target,actor).get()->execute(actor); //Arrest player
return true;
}
else {
pathTo(actor, dest, duration); //Go to the destination
actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
}
return false;
}
int MWMechanics::AiActivate::getTypeId() const
{
return TypeIdActivate;
}