|
| AiFollow (const std::string &ActorId, float duration, float X, float Y, float Z) |
| Follow Actor for duration or until you arrive at a world position. More...
|
|
| AiFollow (const std::string &ActorId, const std::string &CellId, float duration, float X, float Y, float Z) |
| Follow Actor for duration or until you arrive at a position in a cell. More...
|
|
| AiFollow (const std::string &ActorId, bool commanded=false) |
| Follow Actor indefinitively. More...
|
|
| AiFollow (const ESM::AiSequence::AiFollow *follow) |
|
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 | shouldCancelPreviousAi () const |
| Upon adding this Ai package, should the Ai Sequence attempt to cancel previous Ai packages (default true)? More...
|
|
virtual AiFollow * | clone () const |
| Clones the package. More...
|
|
virtual bool | execute (const MWWorld::Ptr &actor, CharacterController &characterController, AiState &state, float duration) |
|
virtual int | getTypeId () const |
|
std::string | getFollowedActor () |
| Returns the actor being followed. More...
|
|
virtual void | writeState (ESM::AiSequence::AiSequence &sequence) const |
|
bool | isCommanded () const |
|
int | getFollowIndex () const |
|
void | fastForward (const MWWorld::Ptr &actor, AiState &state) |
| Simulates the passing of time. More...
|
|
| AiPackage () |
| Default constructor. More...
|
|
virtual | ~AiPackage () |
| Default Deconstructor. More...
|
|
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 | 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) |
|
|
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 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...
|
|
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) |
|
PathFinder | mPathFinder |
|
ObstacleCheck | mObstacleCheck |
|
float | mTimer |
|
osg::Vec3f | mLastActorPos |
|
short | mRotateOnTheRunChecks |
|
bool | mIsShortcutting |
|
bool | mShortcutProhibited |
|
ESM::Pathgrid::Point | mShortcutFailPos |
|
AiPackage for an actor to follow another actor/the PC.
The AI will follow the target until a condition (time, or position) are set. Both can be disabled to cause the actor to follow the other indefinitely