|
1 |
| -#include "aiactivate.hpp" |
2 |
| - |
3 |
| -#include <components/esm3/aisequence.hpp> |
4 |
| - |
5 |
| -#include "../mwbase/world.hpp" |
6 |
| -#include "../mwbase/environment.hpp" |
7 |
| - |
8 |
| -#include "../mwworld/class.hpp" |
9 |
| - |
10 |
| -#include "creaturestats.hpp" |
11 |
| -#include "movement.hpp" |
12 |
| -#include "steering.hpp" |
13 |
| - |
14 |
| -namespace MWMechanics |
15 |
| -{ |
16 |
| - AiActivate::AiActivate(std::string_view objectId, bool repeat) |
17 |
| - : TypedAiPackage<AiActivate>(repeat), mObjectId(objectId) |
18 |
| - { |
19 |
| - } |
20 |
| - |
21 |
| - bool AiActivate::execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) |
22 |
| - { |
23 |
| - const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow |
24 |
| - |
25 |
| - actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Nothing); |
26 |
| - |
27 |
| - // Stop if the target doesn't exist |
28 |
| - // Really we should be checking whether the target is currently registered with the MechanicsManager |
29 |
| - if (target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled()) |
30 |
| - return true; |
31 |
| - |
32 |
| - // Turn to target and move to it directly, without pathfinding. |
33 |
| - const osg::Vec3f targetDir = target.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3(); |
34 |
| - |
35 |
| - zTurn(actor, std::atan2(targetDir.x(), targetDir.y()), 0.f); |
36 |
| - actor.getClass().getMovementSettings(actor).mPosition[1] = 1; |
37 |
| - actor.getClass().getMovementSettings(actor).mPosition[0] = 0; |
38 |
| - |
39 |
| - if (MWBase::Environment::get().getWorld()->getMaxActivationDistance() >= targetDir.length()) |
40 |
| - { |
41 |
| - // Note: we intentionally do not cancel package after activation here for backward compatibility with original engine. |
42 |
| - MWBase::Environment::get().getWorld()->activate(target, actor); |
43 |
| - } |
44 |
| - return false; |
45 |
| - } |
46 |
| - |
47 |
| - void AiActivate::writeState(ESM::AiSequence::AiSequence &sequence) const |
48 |
| - { |
49 |
| - auto activate = std::make_unique<ESM::AiSequence::AiActivate>(); |
50 |
| - activate->mTargetId = mObjectId; |
51 |
| - activate->mRepeat = getRepeat(); |
52 |
| - |
53 |
| - ESM::AiSequence::AiPackageContainer package; |
54 |
| - package.mType = ESM::AiSequence::Ai_Activate; |
55 |
| - package.mPackage = std::move(activate); |
56 |
| - sequence.mPackages.push_back(std::move(package)); |
57 |
| - } |
58 |
| - |
59 |
| - AiActivate::AiActivate(const ESM::AiSequence::AiActivate *activate) |
60 |
| - : AiActivate(activate->mTargetId, activate->mRepeat) |
61 |
| - { |
62 |
| - } |
63 |
| -} |
| 1 | +#include "aiactivate.hpp" |
| 2 | + |
| 3 | +#include <components/esm3/aisequence.hpp> |
| 4 | + |
| 5 | +#include "../mwbase/world.hpp" |
| 6 | +#include "../mwbase/environment.hpp" |
| 7 | + |
| 8 | +#include "../mwworld/class.hpp" |
| 9 | + |
| 10 | +#include "creaturestats.hpp" |
| 11 | +#include "movement.hpp" |
| 12 | +#include "steering.hpp" |
| 13 | + |
| 14 | +namespace MWMechanics |
| 15 | +{ |
| 16 | + AiActivate::AiActivate(std::string_view objectId, bool repeat) |
| 17 | + : TypedAiPackage<AiActivate>(repeat), mObjectId(objectId) |
| 18 | + { |
| 19 | + } |
| 20 | + |
| 21 | + bool AiActivate::execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) |
| 22 | + { |
| 23 | + const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow |
| 24 | + |
| 25 | + actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Nothing); |
| 26 | + |
| 27 | + // Stop if the target doesn't exist |
| 28 | + // Really we should be checking whether the target is currently registered with the MechanicsManager |
| 29 | + if (target == MWWorld::Ptr() || !target.getRefData().getCount() || !target.getRefData().isEnabled()) |
| 30 | + return true; |
| 31 | + |
| 32 | + // Turn to target and move to it directly, without pathfinding. |
| 33 | + const osg::Vec3f targetDir = target.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3(); |
| 34 | + |
| 35 | + zTurn(actor, std::atan2(targetDir.x(), targetDir.y()), 0.f); |
| 36 | + actor.getClass().getMovementSettings(actor).mPosition[1] = 1; |
| 37 | + actor.getClass().getMovementSettings(actor).mPosition[0] = 0; |
| 38 | + |
| 39 | + if (MWBase::Environment::get().getWorld()->getMaxActivationDistance() >= targetDir.length()) |
| 40 | + { |
| 41 | + // Note: we intentionally do not cancel package after activation here for backward compatibility with original engine. |
| 42 | + MWBase::Environment::get().getWorld()->activate(target, actor); |
| 43 | + } |
| 44 | + return false; |
| 45 | + } |
| 46 | + |
| 47 | + void AiActivate::writeState(ESM::AiSequence::AiSequence &sequence) const |
| 48 | + { |
| 49 | + auto activate = std::make_unique<ESM::AiSequence::AiActivate>(); |
| 50 | + activate->mTargetId = mObjectId; |
| 51 | + activate->mRepeat = getRepeat(); |
| 52 | + |
| 53 | + ESM::AiSequence::AiPackageContainer package; |
| 54 | + package.mType = ESM::AiSequence::Ai_Activate; |
| 55 | + package.mPackage = std::move(activate); |
| 56 | + sequence.mPackages.push_back(std::move(package)); |
| 57 | + } |
| 58 | + |
| 59 | + AiActivate::AiActivate(const ESM::AiSequence::AiActivate *activate) |
| 60 | + : AiActivate(activate->mTargetId, activate->mRepeat) |
| 61 | + { |
| 62 | + } |
| 63 | +} |
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