blob: 888dc3497fc285d046391271bb535114c71e8bdb (
plain) (
tree)
|
|
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "BehaviorAttackerRanged.h"
#include "../Monster.h"
#include "../../Entities/Pawn.h"
#include "../../BlockID.h"
#include "../../Entities/ArrowEntity.h"
cBehaviorAttackerRanged::cBehaviorAttackerRanged(
RangedShootingFunction a_RangedShootingFunction, int a_ProjectileAmount,
int a_ShootingIntervals) :
m_ShootingFunction(a_RangedShootingFunction),
m_ProjectileAmount(a_ProjectileAmount),
m_ShootingIntervals(a_ShootingIntervals)
{
}
bool cBehaviorAttackerRanged::DoStrike(int a_StrikeTickCnt)
{
UNUSED(a_StrikeTickCnt);
// stop shooting if target is lost
if ((GetTarget() == nullptr))
{
return true;
}
// Stop shooting if we've shot m_ProjectileAmount times.
if (a_StrikeTickCnt - 1 == m_ShootingIntervals * m_ProjectileAmount)
{
return true;
}
// shoot once every m_ShootingIntervals.
// Starting immediately at first call to DoStrike
if ((a_StrikeTickCnt - 1) % m_ShootingIntervals == 0)
{
m_ShootingFunction(*this, *m_Parent, *GetTarget());
}
return false;
}
|