6. ã³ã«ã¼ãã³ã使ããªãå ´å ã³ã«ã¼ãã³ã使ã£ãå ´å switch(this->actionPhase){ // è¡åãã§ã¼ãº // ãã¬ã¤ã¤ã¼ã«æ¥è¿ãã case 0: // æ¥è¿ä¸ while(getDistance(player, *this) > aimToPlayer(); attackRange){ walk(1); aimToPlayer(); if(getDistance(player, *this) <= attackRange){ walk(1); actionPhase = 1; self.yield(); } } return; case 1: // æ»æä¸ // 5ã¿ã¼ã³æ»æ if(attackTurnCounter > 4){ for(int i = 0;i <= 4; i++){ actionPhase = 2; attack(player); attack
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