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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "BehaviorChaser.h"
#include "../Monster.h"
#include "../../Entities/Pawn.h"
#include "BehaviorStriker.h"
, m_AttackRate(3)
, m_AttackDamage(1)
, m_AttackRange(1)
, m_AttackCoolDownTicksLeft(0)
, m_TicksSinceLastDamaged(50)
cBehaviorChaser::cBehaviorChaser(cMonster * a_Parent) :
m_Parent(a_Parent)
{
ASSERT(m_Parent != nullptr);
m_StrikeBehavior = m_Parent->GetBehaviorStriker();
ASSERT(m_StrikeBehavior != nullptr); // The monster that has an Attacker behavior must also have a Striker behavior
}
bool cBehaviorChaser::ActiveTick()
{
// Stop targeting out of range targets
if (GetTarget() != nullptr)
{
if (TargetOutOfSight())
{
SetTarget(nullptr);
}
else
{
if (TargetIsInStrikeRange())
{
StrikeTarget();
}
else
{
ApproachTarget();
}
return true;
}
}
return false;
}
void cBehaviorChaser::Tick()
{
++m_TicksSinceLastDamaged;
if (m_AttackCoolDownTicksLeft > 0)
{
m_AttackCoolDownTicksLeft -= 1;
}
}
void cBehaviorChaser::Destroyed()
{
m_Target = nullptr;
}
void cBehaviorChaser::SetAttackRate(float a_AttackRate)
{
m_AttackRate = a_AttackRate;
}
void cBehaviorChaser::SetAttackRange(int a_AttackRange)
{
m_AttackRange = a_AttackRange;
}
void cBehaviorChaser::SetAttackDamage(int a_AttackDamage)
{
m_AttackDamage = a_AttackDamage;
}
cPawn * cBehaviorChaser::GetTarget()
{
return m_Target;
}
void cBehaviorChaser::SetTarget(cPawn * a_Target)
{
m_Target = a_Target;
}
cBehaviorChaser::~cBehaviorChaser()
{
}
bool cBehaviorChaser::TargetIsInStrikeRange()
{
ASSERT(m_Target != nullptr);
ASSERT(m_Parent != nullptr);
/*
#include "../../Tracer.h"
cTracer LineOfSight(m_Parent->GetWorld());
Vector3d MyHeadPosition = m_Parent->GetPosition() + Vector3d(0, m_Parent->GetHeight(), 0);
Vector3d AttackDirection(m_ParentChaser->GetTarget()->GetPosition() + Vector3d(0, GetTarget()->GetHeight(), 0) - MyHeadPosition);
if (GetTarget() != nullptr)
{
MoveToPosition(GetTarget()->GetPosition());
}
if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())) && (GetHealth() > 0.0))
{
// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
Attack(a_Dt);
}
*/
return ((m_Target->GetPosition() - m_Parent->GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange));
}
bool cBehaviorChaser::TargetOutOfSight()
{
ASSERT(m_Target != nullptr);
if ((GetTarget()->GetPosition() - m_Parent->GetPosition()).Length() > m_Parent->GetSightDistance())
{
return true;
}
return false;
}
void cBehaviorChaser::ResetStrikeCooldown()
{
m_AttackCoolDownTicksLeft = static_cast<int>(3 * 20 * m_AttackRate); // A second has 20 ticks, an attack rate of 1 means 1 hit every 3 seconds
}
void cBehaviorChaser::StrikeTarget()
{
if (m_AttackCoolDownTicksLeft != 0)
{
m_StrikeBehavior->Strike(m_Target); // LogicParrot Todo animations (via counter passing?)
ResetStrikeCooldown();
}
}
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