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(WIP) EXPERIMENTAL GROUP CHANGES
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@@ -25,6 +25,7 @@ enum class AIState {
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};
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class Chunk;
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struct Group;
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struct Entity {
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EntityKind kind = EntityKind::INVALID;
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@@ -130,6 +131,7 @@ struct CombatNPC : public BaseNPC, public ICombatant {
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int level = 0;
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int speed = 300;
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AIState state = AIState::INACTIVE;
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Group* group = nullptr;
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int playersInView = 0; // for optimizing away AI in empty chunks
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std::map<AIState, void (*)(CombatNPC*, time_t)> stateHandlers;
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