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CombatEnemyAI.h
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72 [[nodiscard]] Result<std::optional<action::AbilityIntent>> nextIntent(SimulationTick tick) override;
Shared player and AI ability-intent routing.
3D action-combat character controller.
Soft/hard lock-on ownership for action combat.
Strong identity values shared by persistence, content and logical-name APIs.
Stable reference to a runtime gameplay subject.
Human-readable, scoped identifier in the form namespace:name.
Definition Identity.h:411
Pull boundary shared by player input queues and AI decision adapters.
Definition AbilityController.h:27
Deterministic enemy intent source for arena vertical slices.
Definition CombatEnemyAI.h:57
void setTargetRuntime(CombatTargetRuntime &targets) noexcept
Borrow lock-on state so the enemy attacks its current target.
Definition CombatEnemyAI.h:64
Definition ActionDamageSink.cpp:9
CombatEnemyPhase
Authored move-set phase; Telegraph and Recover are punish windows.
Definition CombatEnemyAI.h:23
@ Telegraph
Owning configuration for one enemy fighter.
Definition CombatEnemyAI.h:33
Result< void > validate() const
Validate subject, owner and positive radii.
Definition CombatEnemyAI.cpp:19
std::uint64_t attackCooldownTicks
Definition CombatEnemyAI.h:39
action::AbilityGrantId lightGrant
Definition CombatEnemyAI.h:36
std::uint64_t recoverTicks
Ticks spent recovering after the light attack; 0 returns to Idle immediately.
Definition CombatEnemyAI.h:43
std::uint64_t telegraphTicks
Ticks spent warning before the light attack; 0 emits immediately.
Definition CombatEnemyAI.h:41
Owning planar steering suggestion for Mid/Far bands.
Definition CombatEnemyAI.h:26
CombatVector3 moveDirection
Definition CombatEnemyAI.h:28