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Renormalise line endings
This should replace accidental CRLF with LF
1 parent 4d01489 commit 84f8a68

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62 files changed

+9894
-9894
lines changed
+63-63
Original file line numberDiff line numberDiff line change
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#include "aiactivate.hpp"
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#include <components/esm3/aisequence.hpp>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/class.hpp"
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#include "creaturestats.hpp"
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#include "movement.hpp"
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#include "steering.hpp"
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namespace MWMechanics
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{
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AiActivate::AiActivate(std::string_view objectId, bool repeat)
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: TypedAiPackage<AiActivate>(repeat), mObjectId(objectId)
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{
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}
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bool AiActivate::execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Nothing);
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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.getRefData().getCount() || !target.getRefData().isEnabled())
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return true;
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// Turn to target and move to it directly, without pathfinding.
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const osg::Vec3f targetDir = target.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3();
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zTurn(actor, std::atan2(targetDir.x(), targetDir.y()), 0.f);
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
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actor.getClass().getMovementSettings(actor).mPosition[0] = 0;
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if (MWBase::Environment::get().getWorld()->getMaxActivationDistance() >= targetDir.length())
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{
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// Note: we intentionally do not cancel package after activation here for backward compatibility with original engine.
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MWBase::Environment::get().getWorld()->activate(target, actor);
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}
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return false;
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}
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void AiActivate::writeState(ESM::AiSequence::AiSequence &sequence) const
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{
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auto activate = std::make_unique<ESM::AiSequence::AiActivate>();
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activate->mTargetId = mObjectId;
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activate->mRepeat = getRepeat();
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ESM::AiSequence::AiPackageContainer package;
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package.mType = ESM::AiSequence::Ai_Activate;
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package.mPackage = std::move(activate);
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sequence.mPackages.push_back(std::move(package));
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}
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AiActivate::AiActivate(const ESM::AiSequence::AiActivate *activate)
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: AiActivate(activate->mTargetId, activate->mRepeat)
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{
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}
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}
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#include "aiactivate.hpp"
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#include <components/esm3/aisequence.hpp>
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#include "../mwbase/world.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwworld/class.hpp"
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#include "creaturestats.hpp"
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#include "movement.hpp"
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#include "steering.hpp"
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namespace MWMechanics
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{
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AiActivate::AiActivate(std::string_view objectId, bool repeat)
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: TypedAiPackage<AiActivate>(repeat), mObjectId(objectId)
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{
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}
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bool AiActivate::execute(const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration)
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{
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const MWWorld::Ptr target = MWBase::Environment::get().getWorld()->searchPtr(mObjectId, false); //The target to follow
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actor.getClass().getCreatureStats(actor).setDrawState(DrawState::Nothing);
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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.getRefData().getCount() || !target.getRefData().isEnabled())
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return true;
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// Turn to target and move to it directly, without pathfinding.
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const osg::Vec3f targetDir = target.getRefData().getPosition().asVec3() - actor.getRefData().getPosition().asVec3();
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zTurn(actor, std::atan2(targetDir.x(), targetDir.y()), 0.f);
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actor.getClass().getMovementSettings(actor).mPosition[1] = 1;
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actor.getClass().getMovementSettings(actor).mPosition[0] = 0;
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if (MWBase::Environment::get().getWorld()->getMaxActivationDistance() >= targetDir.length())
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{
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// Note: we intentionally do not cancel package after activation here for backward compatibility with original engine.
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MWBase::Environment::get().getWorld()->activate(target, actor);
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}
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return false;
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}
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void AiActivate::writeState(ESM::AiSequence::AiSequence &sequence) const
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{
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auto activate = std::make_unique<ESM::AiSequence::AiActivate>();
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activate->mTargetId = mObjectId;
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activate->mRepeat = getRepeat();
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ESM::AiSequence::AiPackageContainer package;
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package.mType = ESM::AiSequence::Ai_Activate;
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package.mPackage = std::move(activate);
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sequence.mPackages.push_back(std::move(package));
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}
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AiActivate::AiActivate(const ESM::AiSequence::AiActivate *activate)
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: AiActivate(activate->mTargetId, activate->mRepeat)
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{
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}
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}
+40-40
Original file line numberDiff line numberDiff line change
@@ -1,40 +1,40 @@
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#ifndef GAME_MWMECHANICS_AIACTIVATE_H
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#define GAME_MWMECHANICS_AIACTIVATE_H
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#include "typedaipackage.hpp"
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#include <string>
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#include <string_view>
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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 AiActivate;
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}
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}
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namespace MWMechanics
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{
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/// \brief Causes actor to walk to activatable object and activate it
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/** Will activate when close to object **/
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class AiActivate final : public TypedAiPackage<AiActivate>
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{
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public:
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/// Constructor
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/** \param objectId Reference to object to activate **/
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explicit AiActivate(std::string_view objectId, bool repeat);
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explicit AiActivate(const ESM::AiSequence::AiActivate* activate);
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bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) override;
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static constexpr AiPackageTypeId getTypeId() { return AiPackageTypeId::Activate; }
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void writeState(ESM::AiSequence::AiSequence& sequence) const override;
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private:
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const std::string mObjectId;
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};
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}
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#endif // GAME_MWMECHANICS_AIACTIVATE_H
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#ifndef GAME_MWMECHANICS_AIACTIVATE_H
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#define GAME_MWMECHANICS_AIACTIVATE_H
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#include "typedaipackage.hpp"
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#include <string>
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#include <string_view>
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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 AiActivate;
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}
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}
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namespace MWMechanics
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{
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/// \brief Causes actor to walk to activatable object and activate it
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/** Will activate when close to object **/
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class AiActivate final : public TypedAiPackage<AiActivate>
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{
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public:
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/// Constructor
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/** \param objectId Reference to object to activate **/
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explicit AiActivate(std::string_view objectId, bool repeat);
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explicit AiActivate(const ESM::AiSequence::AiActivate* activate);
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bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) override;
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static constexpr AiPackageTypeId getTypeId() { return AiPackageTypeId::Activate; }
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void writeState(ESM::AiSequence::AiSequence& sequence) const override;
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private:
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const std::string mObjectId;
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};
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}
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#endif // GAME_MWMECHANICS_AIACTIVATE_H

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