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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "BehaviorAggressive.h"
#include "BehaviorAttacker.h"
#include "../Monster.h"
#include "../../Chunk.h"
#include "../../Entities/Player.h"
cBehaviorAggressive::cBehaviorAggressive(ShouldBeAggressiveFunction a_ShouldBeAggressiveFunction)
: m_ShouldBeAggressiveFunction(a_ShouldBeAggressiveFunction)
, m_ShouldBeAgressive(true)
, m_AgressionCheckCountdown(1)
{
}
void cBehaviorAggressive::AttachToMonster(cMonster & a_Parent)
{
m_Parent = &a_Parent;
m_Parent->AttachPreTickBehavior(this);
}
void cBehaviorAggressive::PreTick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
UNUSED(a_Dt);
UNUSED(a_Chunk);
if (m_ShouldBeAggressiveFunction != nullptr)
{
if (--m_AgressionCheckCountdown == 0)
{
m_AgressionCheckCountdown = 40;
m_ShouldBeAgressive = m_ShouldBeAggressiveFunction(*this, *m_Parent, a_Chunk);
}
}
if (!m_ShouldBeAgressive)
{
return;
}
// Target something new if we have no target
cBehaviorAttacker * BehaviorAttacker = m_Parent->GetBehaviorAttacker();
if ((BehaviorAttacker != nullptr) && (BehaviorAttacker->GetTarget() == nullptr))
{
// mobTodo enhance this
BehaviorAttacker->SetTarget(FindNewTarget());
}
}
cPawn * cBehaviorAggressive::FindNewTarget()
{
cPlayer * Closest = m_Parent->GetNearestPlayer();
if ((Closest != nullptr) && (!Closest->CanMobsTarget()))
{
return nullptr;
}
return Closest; // May be null
}
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