📄 attackgroup.h
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#ifndef ATTACKGROUP_H#define ATTACKGROUP_H#include "GlobalAI.h"class CAttackGroup { public: CR_DECLARE(CAttackGroup); CAttackGroup(); CAttackGroup(AIClasses* ai, int groupID_in); ~CAttackGroup(); void AddUnit(int unitID); void Update(int); void MoveTo(float3 newPosition); int Size(); int GetGroupID(); float3 GetGroupPos(); bool RemoveUnit(int unitID); int PopStuckUnit(); float Power(); void Log(); // hack to fix them suiciding on mexes in EE bool CloakedFix(int enemy); bool defending; float3 attackPosition; float attackRadius; vector<float3> pathToTarget; void FindDefenseTarget(float3 groupPosition, int); int GetWorstMoveType(); // for combining vector<int>* GetAllUnits(); list<int> GetAssignedEnemies(); void ClearTarget(); bool NeedsNewTarget(); int SelectEnemy(int, const float3&); void AttackEnemy(int, int, float, int); void AssignTarget(vector<float3> path, float3 target, float radius); void MoveAlongPath(float3& groupPosition, int numUnits); private: AIClasses *ai; vector<int> units; int groupID; bool isMoving; int pathIterator; float lowestAttackRange; float highestAttackRange; bool isShooting; int unitArray[MAX_UNITS]; int movementCounterForStuckChecking;};#endif
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