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OpenMW
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AiPackage which makes an actor face a certain direction. More...
#include <aiface.hpp>
Public Member Functions | |
| AiFace (float targetX, float targetY) | |
| virtual AiPackage * | clone () const |
| Clones the package. More... | |
| virtual bool | execute (const MWWorld::Ptr &actor, CharacterController &characterController, AiState &state, float duration) |
| virtual int | getTypeId () const |
| virtual unsigned int | getPriority () const |
| Higher number is higher priority (0 being the lowest) More... | |
| virtual bool | canCancel () const |
| Can this Ai package be canceled? (default true) More... | |
| virtual bool | shouldCancelPreviousAi () const |
| Upon adding this Ai package, should the Ai Sequence attempt to cancel previous Ai packages (default true)? More... | |
Public Member Functions inherited from MWMechanics::AiPackage | |
| AiPackage () | |
| Default constructor. More... | |
| virtual | ~AiPackage () |
| Default Deconstructor. More... | |
| virtual void | writeState (ESM::AiSequence::AiSequence &sequence) const |
| virtual void | fastForward (const MWWorld::Ptr &actor, AiState &state) |
| Simulates the passing of time. More... | |
| virtual MWWorld::Ptr | getTarget () const |
| Get the target actor the AI is targeted at (not applicable to all AI packages, default return empty Ptr) More... | |
| virtual bool | sideWithTarget () const |
| Return true if having this AiPackage makes the actor side with the target in fights (default false) More... | |
| virtual bool | followTargetThroughDoors () const |
| Return true if the actor should follow the target through teleport doors (default false) More... | |
| virtual bool | getRepeat () const |
| Return true if this package should repeat. Currently only used for Wander packages. More... | |
| void | reset () |
| Reset pathfinding state. More... | |
| bool | isTargetMagicallyHidden (const MWWorld::Ptr &target) |
Private Attributes | |
| float | mTargetX |
| float | mTargetY |
Additional Inherited Members | |
Public Types inherited from MWMechanics::AiPackage | |
| enum | TypeId { TypeIdNone = -1, TypeIdWander = 0, TypeIdTravel = 1, TypeIdEscort = 2, TypeIdFollow = 3, TypeIdActivate = 4, TypeIdCombat = 5, TypeIdPursue = 6, TypeIdAvoidDoor = 7, TypeIdFace = 8 } |
| Enumerates the various AITypes available. More... | |
Static Public Member Functions inherited from MWMechanics::AiPackage | |
| static bool | isReachableRotatingOnTheRun (const MWWorld::Ptr &actor, const ESM::Pathgrid::Point &dest) |
| Return if actor's rotation speed is sufficient to rotate to the destination pathpoint on the run. Otherwise actor should rotate while standing. More... | |
Protected Member Functions inherited from MWMechanics::AiPackage | |
| bool | pathTo (const MWWorld::Ptr &actor, const ESM::Pathgrid::Point &dest, float duration, float destTolerance=0.0f) |
| Handles path building and shortcutting with obstacles avoiding. More... | |
| bool | shortcutPath (const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint, const MWWorld::Ptr &actor, bool *destInLOS) |
| bool | checkWayIsClearForActor (const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint, const MWWorld::Ptr &actor) |
| Check if the way to the destination is clear, taking into account actor speed. More... | |
| virtual bool | doesPathNeedRecalc (const ESM::Pathgrid::Point &newDest, const MWWorld::CellStore *currentCell) |
| void | evadeObstacles (const MWWorld::Ptr &actor, float duration, const ESM::Position &pos) |
Protected Attributes inherited from MWMechanics::AiPackage | |
| PathFinder | mPathFinder |
| ObstacleCheck | mObstacleCheck |
| float | mTimer |
| osg::Vec3f | mLastActorPos |
| short | mRotateOnTheRunChecks |
| bool | mIsShortcutting |
| bool | mShortcutProhibited |
| ESM::Pathgrid::Point | mShortcutFailPos |
AiPackage which makes an actor face a certain direction.
| MWMechanics::AiFace::AiFace | ( | float | targetX, |
| float | targetY | ||
| ) |
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inlinevirtual |
Can this Ai package be canceled? (default true)
Reimplemented from MWMechanics::AiPackage.
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virtual |
Clones the package.
Implements MWMechanics::AiPackage.
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virtual |
Updates and runs the package (Should run every frame)
Implements MWMechanics::AiPackage.
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virtual |
Higher number is higher priority (0 being the lowest)
Reimplemented from MWMechanics::AiPackage.
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virtual |
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inlinevirtual |
Upon adding this Ai package, should the Ai Sequence attempt to cancel previous Ai packages (default true)?
Reimplemented from MWMechanics::AiPackage.
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private |
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private |
1.8.6