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OpenMW
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Causes the actor to fight another actor. More...
#include <aicombat.hpp>
Public Member Functions | |
| AiCombat (const MWWorld::Ptr &actor) | |
| Constructor. More... | |
| AiCombat (const ESM::AiSequence::AiCombat *combat) | |
| void | init () |
| virtual AiCombat * | 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... | |
| MWWorld::Ptr | getTarget () const |
| Returns target ID. 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 void | fastForward (const MWWorld::Ptr &actor, AiState &state) |
| Simulates the passing of time. More... | |
| virtual osg::Vec3f | getDestination (const MWWorld::Ptr &actor) const |
| Get the destination point of the AI package (not applicable to all AI packages, default return (0, 0, 0)) 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 Member Functions | |
| bool | attack (const MWWorld::Ptr &actor, const MWWorld::Ptr &target, AiCombatStorage &storage, CharacterController &characterController) |
| Returns true if combat should end. More... | |
| void | updateLOS (const MWWorld::Ptr &actor, const MWWorld::Ptr &target, float duration, AiCombatStorage &storage) |
| void | updateFleeing (const MWWorld::Ptr &actor, const MWWorld::Ptr &target, float duration, AiCombatStorage &storage) |
| void | updateActorsMovement (const MWWorld::Ptr &actor, float duration, AiCombatStorage &storage) |
| Transfer desired movement (from AiCombatStorage) to Actor. More... | |
| void | rotateActorOnAxis (const MWWorld::Ptr &actor, int axis, MWMechanics::Movement &actorMovementSettings, AiCombatStorage &storage) |
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, TypeIdBreathe = 9, TypeIdInternalTravel = 10, TypeIdCast = 11 } |
| 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 isPathClear) |
| 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) |
| void | openDoors (const MWWorld::Ptr &actor) |
| const PathgridGraph & | getPathGridGraph (const MWWorld::CellStore *cell) |
Protected Attributes inherited from MWMechanics::AiPackage | |
| PathFinder | mPathFinder |
| ObstacleCheck | mObstacleCheck |
| float | mTimer |
| std::string | mTargetActorRefId |
| int | mTargetActorId |
| osg::Vec3f | mLastActorPos |
| short | mRotateOnTheRunChecks |
| bool | mIsShortcutting |
| bool | mShortcutProhibited |
| ESM::Pathgrid::Point | mShortcutFailPos |
Causes the actor to fight another actor.
| MWMechanics::AiCombat::AiCombat | ( | const MWWorld::Ptr & | actor | ) |
| MWMechanics::AiCombat::AiCombat | ( | const ESM::AiSequence::AiCombat * | combat | ) |
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Returns true if combat should end.
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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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Higher number is higher priority (0 being the lowest)
Reimplemented from MWMechanics::AiPackage.
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Returns target ID.
Reimplemented from MWMechanics::AiPackage.
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| void MWMechanics::AiCombat::init | ( | ) |
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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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Transfer desired movement (from AiCombatStorage) to Actor.
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Reimplemented from MWMechanics::AiPackage.
1.8.6