#ifndef GAME_MWMECHANICS_AICOMBAT_H #define GAME_MWMECHANICS_AICOMBAT_H #include "aipackage.hpp" #include "pathfinding.hpp" #include "movement.hpp" #include "obstacle.hpp" #include #include "../mwworld/cellstore.hpp" // for Doors #include "../mwbase/world.hpp" namespace ESM { namespace AiSequence { struct AiCombat; } } namespace MWMechanics { /// \brief Causes the actor to fight another actor class AiCombat : public AiPackage { public: ///Constructor /** \param actor Actor to fight **/ AiCombat(const MWWorld::Ptr& actor); AiCombat (const ESM::AiSequence::AiCombat* combat); void init(); virtual AiCombat *clone() const; virtual bool execute (const MWWorld::Ptr& actor,float duration); virtual int getTypeId() const; virtual unsigned int getPriority() const; ///Returns target ID MWWorld::Ptr getTarget() const; virtual void writeState(ESM::AiSequence::AiSequence &sequence) const; private: PathFinder mPathFinder; // controls duration of the actual strike float mTimerAttack; float mTimerReact; // controls duration of the sideway & forward moves // when mCombatMove is true float mTimerCombatMove; // AiCombat states bool mReadyToAttack, mAttack; bool mFollowTarget; bool mCombatMove; float mStrength; // this is actually make sense only in ranged combat float mMinMaxAttackDuration[3][2]; // slash, thrust, chop has different durations bool mForceNoShortcut; ESM::Position mShortcutFailPos; Ogre::Vector3 mLastActorPos; MWMechanics::Movement mMovement; int mTargetActorId; Ogre::Vector3 mLastTargetPos; const MWWorld::CellStore* mCell; ObstacleCheck mObstacleCheck; void buildNewPath(const MWWorld::Ptr& actor, const MWWorld::Ptr& target); }; } #endif