#ifndef GAME_MWMECHANICS_AICAST_H #define GAME_MWMECHANICS_AICAST_H #include "typedaipackage.hpp" namespace MWWorld { class Ptr; } namespace MWMechanics { /// AiPackage which makes an actor to cast given spell. class AiCast final : public TypedAiPackage { public: AiCast(const std::string& targetId, const std::string& spellId, bool manualSpell=false); bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration) override; static constexpr AiPackageTypeId getTypeId() { return AiPackageTypeId::Cast; } MWWorld::Ptr getTarget() const override; static constexpr Options makeDefaultOptions() { AiPackage::Options options; options.mPriority = 3; options.mCanCancel = false; options.mShouldCancelPreviousAi = false; return options; } private: const std::string mTargetId; const std::string mSpellId; bool mCasting; const bool mManual; const float mDistance; }; } #endif