#ifndef GAME_MWMECHANICS_AICAST_H #define GAME_MWMECHANICS_AICAST_H #include "typedaipackage.hpp" #include namespace MWWorld { class Ptr; } namespace MWMechanics { /// AiPackage which makes an actor to cast given spell. class AiCast final : public TypedAiPackage { public: AiCast(const ESM::RefId& targetId, const ESM::RefId& 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 ESM::RefId mTargetId; const ESM::RefId mSpellId; bool mCasting; const bool mManual; const float mDistance; }; } #endif