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OpenMW/apps/openmw/mwmechanics/aicombat.hpp

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#ifndef GAME_MWMECHANICS_AICOMBAT_H
#define GAME_MWMECHANICS_AICOMBAT_H
#include "aipackage.hpp"
#include "pathfinding.hpp"
#include "movement.hpp"
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#include "../mwbase/world.hpp"
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namespace MWMechanics
{
class AiCombat : public AiPackage
{
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?
virtual int getTypeId() const;
virtual unsigned int getPriority() const;
const std::string &getTargetId() const;
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private:
PathFinder mPathFinder;
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//controls duration of the actual strike
float mTimerAttack;
float mTimerReact;
//controls duration of the sideway & forward moves
//when mCombatMove is true
float mTimerCombatMove;
bool mReadyToAttack, mStrike;
bool mCloseUp;
bool mCombatMove;
MWMechanics::Movement mMovement;
MWWorld::Ptr mTarget;
void buildNewPath(const MWWorld::Ptr& actor);
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};
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static void determineAttackType(const MWWorld::Ptr& actor, MWMechanics::Movement &movement);
//chooses an attack depending on probability to avoid uniformity
static void chooseBestAttack(const ESM::Weapon* weapon, MWMechanics::Movement &movement);
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}
#endif