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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "BehaviorCoward.h"
#include "../Monster.h"
#include "../../World.h"
#include "../../Entities/Player.h"
#include "../../Entities/Entity.h"
cBehaviorCoward::cBehaviorCoward(cMonster * a_Parent) :
m_Parent(a_Parent),
m_Attacker(nullptr)
{
ASSERT(m_Parent != nullptr);
}
bool cBehaviorCoward::ActiveTick()
{
if (m_Attacker == nullptr)
{
return false;
}
// TODO NOT SAFE
if (m_Attacker->IsDestroyed() || (m_Attacker->GetPosition() - m_Parent->GetPosition()).Length() > m_Parent->GetSightDistance())
{
// We lost the attacker
m_Attacker = nullptr;
return false;
}
Vector3d newloc = m_Parent->GetPosition();
newloc.x = (m_Attacker->GetPosition().x < newloc.x)? (newloc.x + m_Parent->GetSightDistance()): (newloc.x - m_Parent->GetSightDistance());
newloc.z = (m_Attacker->GetPosition().z < newloc.z)? (newloc.z + m_Parent->GetSightDistance()): (newloc.z - m_Parent->GetSightDistance());
m_Parent->MoveToPosition(newloc);
return true;
}
void cBehaviorCoward::DoTakeDamage(TakeDamageInfo & a_TDI)
{
if ((a_TDI.Attacker != m_Parent) && (a_TDI.Attacker != nullptr))
{
m_Attacker = a_TDI.Attacker;
}
}
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