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| AiTravel (float x, float y, float z, bool hidden=false) |
| Default constructor. More...
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| AiTravel (const ESM::AiSequence::AiTravel *travel) |
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virtual void | fastForward (const MWWorld::Ptr &actor, AiState &state) |
| Simulates the passing of time. More...
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void | writeState (ESM::AiSequence::AiSequence &sequence) const |
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virtual AiTravel * | 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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| 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 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...
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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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virtual bool | getRepeat () const |
| Return true if this package should repeat. Currently only used for Wander packages. 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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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...
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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, bool isPathClear) |
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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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void | openDoors (const MWWorld::Ptr &actor) |
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const PathgridGraph & | getPathGridGraph (const MWWorld::CellStore *cell) |
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PathFinder | mPathFinder |
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ObstacleCheck | mObstacleCheck |
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float | mTimer |
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std::string | mTargetActorRefId |
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int | mTargetActorId |
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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 AI to travel to the specified point.