#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) final; int getTypeId() const final; MWWorld::Ptr getTarget() const final; unsigned int getPriority() const final; bool canCancel() const final { return false; } bool shouldCancelPreviousAi() const final { return false; } private: const std::string mTargetId; const std::string mSpellId; bool mCasting; const bool mManual; const float mDistance; }; } #endif