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author | LogicParrot <LogicParrot@users.noreply.github.com> | 2017-08-30 09:27:09 +0200 |
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committer | LogicParrot <LogicParrot@users.noreply.github.com> | 2017-08-30 09:27:09 +0200 |
commit | f29f9d45cecdd66097fc1ec287df9b6b84f11732 (patch) | |
tree | 68806cd7eb0d669d5737daf159f2ae07c9c7ac84 /src/Mobs/Behaviors/BehaviorAttacker.h | |
parent | Much safer raw pointers to entities (diff) | |
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Diffstat (limited to 'src/Mobs/Behaviors/BehaviorAttacker.h')
-rw-r--r-- | src/Mobs/Behaviors/BehaviorAttacker.h | 64 |
1 files changed, 64 insertions, 0 deletions
diff --git a/src/Mobs/Behaviors/BehaviorAttacker.h b/src/Mobs/Behaviors/BehaviorAttacker.h new file mode 100644 index 000000000..67592acba --- /dev/null +++ b/src/Mobs/Behaviors/BehaviorAttacker.h @@ -0,0 +1,64 @@ +#pragma once + +class cBehaviorAttacker; + +#include "Behavior.h" +class cBehaviorStriker; + + +/** Grants attack capability to the mob. Note that this is not the same as agression! +The mob may possess this trait and not attack anyone or only attack when provoked. +Unlike most traits, this one has several forms, and therefore it is an abstract type +You should use one of its derived classes, and you cannot use it directly. */ +class cBehaviorAttacker : public cBehavior +{ + +public: + cBehaviorAttacker(); + void AttachToMonster(cMonster & a_Parent, cBehaviorStriker & a_ParentStriker); + + // Functions our host Monster should invoke: + bool IsControlDesired(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override; + void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override; + void Destroyed() override; + void PostTick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override; + void DoTakeDamage(TakeDamageInfo & a_TDI) override; + + // Our host monster will call these once it loads its config file + void SetAttackRate(float a_AttackRate); + void SetAttackRange(int a_AttackRange); + void SetAttackDamage(int a_AttackDamage); + + /** Returns the target pointer, or a nullptr if we're not targeting anyone. */ + cPawn * GetTarget(); + + /** Sets the target. */ + void SetTarget(cPawn * a_Target); +protected: + void ApproachTarget(); + // virtual void ApproachTarget() = 0; //mobTodo +private: + + /** Our parent */ + cMonster * m_Parent; + cBehaviorStriker * m_ParentStriker; + + // The mob we want to attack + cPawn * m_Target; + + // Target stuff + bool TargetIsInStrikeRange(); + bool TargetOutOfSight(); + void StrikeTarget(); + + // Cooldown stuff + void ResetStrikeCooldown(); + + // Our attacking parameters (Set by the setter methods, loaded from a config file in cMonster) + float m_AttackRate; + int m_AttackDamage; + int m_AttackRange; + int m_AttackCoolDownTicksLeft; + + int m_TicksSinceLastDamaged; // How many ticks ago were we last damaged by a player? +}; |