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#ifndef GAME_MWMECHANICS_AICOMBAT_H
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#define GAME_MWMECHANICS_AICOMBAT_H
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#include "aipackage.hpp"
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#include "pathfinding.hpp"
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#include "movement.hpp"
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#include "obstacle.hpp"
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#include "../mwworld/cellstore.hpp" // for Doors
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#include "../mwbase/world.hpp"
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namespace MWMechanics
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{
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class AiCombat : public AiPackage
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{
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public:
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AiCombat(const MWWorld::Ptr& actor);
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virtual AiCombat *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor,float duration);
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///< \return Package completed?
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virtual int getTypeId() const;
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virtual unsigned int getPriority() const;
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const MWWorld::Ptr &getTarget() const;
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private:
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PathFinder mPathFinder;
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// controls duration of the actual strike
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float mTimerAttack;
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float mTimerReact;
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// controls duration of the sideway & forward moves
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// when mCombatMove is true
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float mTimerCombatMove;
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// AiCombat states
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bool mReadyToAttack, mAttack;
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bool mFollowTarget;
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bool mCombatMove;
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bool mBackOffDoor;
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bool mForceNoShortcut;
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ESM::Position mShortcutFailPos;
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ESM::Position mLastPos;
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MWMechanics::Movement mMovement;
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MWWorld::Ptr mTarget;
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const MWWorld::CellStore* mCell;
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ObstacleCheck mObstacleCheck;
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float mDoorCheckDuration;
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// TODO: for some reason mDoors.searchViaHandle() returns
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// null pointers, workaround by keeping an iterator
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MWWorld::CellRefList<ESM::Door>::List::iterator mDoorIter;
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MWWorld::CellRefList<ESM::Door>& mDoors;
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void buildNewPath(const MWWorld::Ptr& actor);
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};
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}
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#endif
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