#ifndef GAME_MWMECHANICS_AIAVOIDDOOR_H
#define GAME_MWMECHANICS_AIAVOIDDOOR_H

#include "aipackage.hpp"
#include <string>
#include "pathfinding.hpp"
#include <components/esm/defs.hpp>
#include "../mwworld/class.hpp"

namespace MWMechanics
{
    /// \brief AiPackage to have an actor avoid an opening door
    /** The AI will retreat from the door until it has finished opening, walked far away from it, or one second has passed, in an attempt to avoid it
    **/
    class AiAvoidDoor : public AiPackage
    {
        public:
            /// Avoid door until the door is fully open
            AiAvoidDoor(const MWWorld::ConstPtr& doorPtr);

            virtual AiAvoidDoor *clone() const;

            virtual bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration);

            virtual int getTypeId() const;

            virtual unsigned int getPriority() const;

            virtual bool canCancel() const { return false; }
            virtual bool shouldCancelPreviousAi() const { return false; }

        private:
            float mDuration;
            MWWorld::ConstPtr mDoorPtr;
            ESM::Position mLastPos;
            float mAdjAngle;
    };
}
#endif