OpenMW
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Makes the actor very closely follow the actor. More...
#include <aipursue.hpp>
Public Member Functions | |
AiPursue (const MWWorld::Ptr &actor) | |
Constructor. More... | |
AiPursue (const ESM::AiSequence::AiPursue *pursue) | |
virtual AiPursue * | clone () const |
Clones the package. More... | |
virtual bool | execute (const MWWorld::Ptr &actor, CharacterController &characterController, AiState &state, float duration) |
virtual int | getTypeId () const |
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 void | writeState (ESM::AiSequence::AiSequence &sequence) const |
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 unsigned int | getPriority () const |
Higher number is higher priority (0 being the lowest) More... | |
virtual void | fastForward (const MWWorld::Ptr &actor, AiState &state) |
Simulates the passing of time. 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 | |
int | mTargetActorId |
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 |
Makes the actor very closely follow the actor.
Used for arresting players. Causes the actor to run to the pursued actor and activate them, to arrest them. Note that while very similar to AiActivate, it will ONLY activate when evry close to target (Not also when the path is completed).
MWMechanics::AiPursue::AiPursue | ( | const MWWorld::Ptr & | actor | ) |
Constructor.
actor | Actor to pursue |
MWMechanics::AiPursue::AiPursue | ( | const ESM::AiSequence::AiPursue * | pursue | ) |
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inlinevirtual |
Can this Ai package be canceled? (default true)
Reimplemented from MWMechanics::AiPackage.
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Clones the package.
Implements MWMechanics::AiPackage.
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Updates and runs the package (Should run every frame)
Implements MWMechanics::AiPackage.
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Get the target actor the AI is targeted at (not applicable to all AI packages, default return empty Ptr)
Reimplemented from MWMechanics::AiPackage.
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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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virtual |
Reimplemented from MWMechanics::AiPackage.
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private |