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engines/bladerunner/actor_combat.h
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103
engines/bladerunner/actor_combat.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef BLADERUNNER_ACTOR_COMBAT_H
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#define BLADERUNNER_ACTOR_COMBAT_H
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#include "bladerunner/vector.h"
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namespace BladeRunner {
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class BladeRunnerEngine;
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class SaveFileReadStream;
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class SaveFileWriteStream;
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class ActorCombat {
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BladeRunnerEngine *_vm;
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int _actorId;
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bool _active;
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int _state;
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bool _rangedAttack;
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int _enemyId;
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int _waypointType;
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int _damage;
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int _fleeRatio;
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int _coverRatio;
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int _attackRatio;
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int _fleeRatioConst;
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int _coverRatioConst;
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int _attackRatioConst;
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int _actorHp;
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int _range;
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bool _unstoppable;
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Vector3 _actorPosition;
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Vector3 _enemyPosition;
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int _coversWaypointCount;
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int _fleeWaypointsCount;
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int _fleeingTowards;
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public:
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ActorCombat(BladeRunnerEngine *vm);
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~ActorCombat();
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void setup();
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void combatOn(int actorId, int initialState, bool rangedAttack, int enemyId, int waypointType, int fleeRatio, int coverRatio, int attackRatio, int damage, int range, bool unstoppable);
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void combatOff();
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void tick();
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void hitAttempt();
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void save(SaveFileWriteStream &f);
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void load(SaveFileReadStream &f);
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private:
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void reset();
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void cover();
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void approachToCloseAttack();
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void approachToRangedAttack();
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void uncover();
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void aim();
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void rangedAttack();
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void closeAttack();
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void flee();
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void faceEnemy();
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int getCoefficientCloseAttack() const;
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int getCoefficientRangedAttack() const;
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int getDamageCloseAttack(int min, int max) const;
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int getDamageRangedAttack(int min, int max) const;
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int calculateAttackRatio() const;
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int calculateCoverRatio() const;
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int calculateFleeRatio() const;
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bool findClosestPositionToEnemy(Vector3 &output) const;
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};
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} // End of namespace BladeRunner
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#endif
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