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| | AiWander (int distance, int duration, int timeOfDay, const std::vector< unsigned char > &idle, bool repeat) |
| | Constructor. More...
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| | AiWander (const ESM::AiSequence::AiWander *wander) |
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| virtual AiPackage * | clone () const |
| | Clones the package. More...
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| virtual bool | execute (const MWWorld::Ptr &actor, CharacterController &characterController, AiState &state, float duration) |
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| virtual int | getTypeId () const |
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| void | setReturnPosition (const osg::Vec3f &position) |
| | Set the position to return to for a stationary (non-wandering) actor. More...
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| virtual void | writeState (ESM::AiSequence::AiSequence &sequence) const |
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| virtual void | fastForward (const MWWorld::Ptr &actor, AiState &state) |
| | Simulates the passing of time. More...
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| bool | getRepeat () const |
| | Return true if this package should repeat. Currently only used for Wander packages. More...
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| | AiPackage () |
| | Default constructor. More...
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| virtual | ~AiPackage () |
| | Default Deconstructor. More...
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| virtual unsigned int | getPriority () const |
| | Higher number is higher priority (0 being the lowest) More...
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| 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...
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| virtual bool | sideWithTarget () const |
| | Return true if having this AiPackage makes the actor side with the target in fights (default false) More...
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| virtual bool | followTargetThroughDoors () const |
| | Return true if the actor should follow the target through teleport doors (default false) More...
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| virtual bool | canCancel () const |
| | Can this Ai package be canceled? (default true) More...
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| virtual bool | shouldCancelPreviousAi () const |
| | Upon adding this Ai package, should the Ai Sequence attempt to cancel previous Ai packages (default true)? More...
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| void | reset () |
| | Reset pathfinding state. More...
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| bool | isTargetMagicallyHidden (const MWWorld::Ptr &target) |
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| void | init () |
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| void | stopWalking (const MWWorld::Ptr &actor, AiWanderStorage &storage) |
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| bool | playIdle (const MWWorld::Ptr &actor, unsigned short idleSelect) |
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| bool | checkIdle (const MWWorld::Ptr &actor, unsigned short idleSelect) |
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| short unsigned | getRandomIdle () |
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| void | setPathToAnAllowedNode (const MWWorld::Ptr &actor, AiWanderStorage &storage, const ESM::Position &actorPos) |
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| void | playGreetingIfPlayerGetsTooClose (const MWWorld::Ptr &actor, AiWanderStorage &storage) |
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| void | evadeObstacles (const MWWorld::Ptr &actor, AiWanderStorage &storage, float duration, ESM::Position &pos) |
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| void | playIdleDialogueRandomly (const MWWorld::Ptr &actor) |
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| void | turnActorToFacePlayer (const osg::Vec3f &actorPosition, const osg::Vec3f &playerPosition, AiWanderStorage &storage) |
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| void | doPerFrameActionsForState (const MWWorld::Ptr &actor, float duration, AiWanderStorage &storage, ESM::Position &pos) |
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| void | onIdleStatePerFrameActions (const MWWorld::Ptr &actor, float duration, AiWanderStorage &storage) |
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| void | onWalkingStatePerFrameActions (const MWWorld::Ptr &actor, float duration, AiWanderStorage &storage, ESM::Position &pos) |
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| void | onChooseActionStatePerFrameActions (const MWWorld::Ptr &actor, AiWanderStorage &storage) |
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| bool | reactionTimeActions (const MWWorld::Ptr &actor, AiWanderStorage &storage, const MWWorld::CellStore *¤tCell, bool cellChange, ESM::Position &pos, float duration) |
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| bool | isPackageCompleted (const MWWorld::Ptr &actor, AiWanderStorage &storage) |
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| void | returnToStartLocation (const MWWorld::Ptr &actor, AiWanderStorage &storage, ESM::Position &pos) |
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| void | wanderNearStart (const MWWorld::Ptr &actor, AiWanderStorage &storage, int wanderDistance) |
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| bool | destinationIsAtWater (const MWWorld::Ptr &actor, const osg::Vec3f &destination) |
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| bool | destinationThroughGround (const osg::Vec3f &startPoint, const osg::Vec3f &destination) |
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| void | completeManualWalking (const MWWorld::Ptr &actor, AiWanderStorage &storage) |
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| void | getAllowedNodes (const MWWorld::Ptr &actor, const ESM::Cell *cell, AiWanderStorage &storage) |
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| void | trimAllowedNodes (std::vector< ESM::Pathgrid::Point > &nodes, const PathFinder &pathfinder) |
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| void | ToWorldCoordinates (ESM::Pathgrid::Point &point, const ESM::Cell *cell) |
| | convert point from local (i.e. cell) to world coordinates More...
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| void | SetCurrentNodeToClosestAllowedNode (osg::Vec3f npcPos, AiWanderStorage &storage) |
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| void | AddNonPathGridAllowedPoints (osg::Vec3f npcPos, const ESM::Pathgrid *pathGrid, int pointIndex, AiWanderStorage &storage) |
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| void | AddPointBetweenPathGridPoints (const ESM::Pathgrid::Point &start, const ESM::Pathgrid::Point &end, AiWanderStorage &storage) |
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| 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...
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| 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...
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| bool | shortcutPath (const ESM::Pathgrid::Point &startPoint, const ESM::Pathgrid::Point &endPoint, const MWWorld::Ptr &actor, bool *destInLOS) |
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| 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...
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| virtual bool | doesPathNeedRecalc (const ESM::Pathgrid::Point &newDest, const MWWorld::CellStore *currentCell) |
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| void | evadeObstacles (const MWWorld::Ptr &actor, float duration, const ESM::Position &pos) |
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| PathFinder | mPathFinder |
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| ObstacleCheck | mObstacleCheck |
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| float | mTimer |
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| osg::Vec3f | mLastActorPos |
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| short | mRotateOnTheRunChecks |
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| bool | mIsShortcutting |
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| bool | mShortcutProhibited |
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| ESM::Pathgrid::Point | mShortcutFailPos |
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Causes the Actor to wander within a specified range.