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diff --git a/src/Mobs/Behaviors/BehaviorAttacker.h b/src/Mobs/Behaviors/BehaviorAttacker.h
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+#pragma once
+
+class cBehaviorAttacker;
+
+#include "Behavior.h"
+
+
+/** 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);
+
+
+ // 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);
+
+ // Behavior functions
+ bool IsControlDesired(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
+ virtual 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;
+
+ /** Returns the target pointer, or a nullptr if we're not targeting anyone. */
+ cPawn * GetTarget();
+
+ /** Sets a new target. Forgets the older target if present. Set this to nullptr to unset target. */
+ void SetTarget(cPawn * a_Target);
+
+ /** Makes the mob strike a target the next tick. Ignores the strike cooldown.
+ * Ignored if already striking or if no target is set. */
+ void StrikeTarget();
+
+ /** Makes the mob strike a target the next tick only if the strike cooldown permits it.
+ * Ignored if already striking or if no target is set. */
+ void StrikeTargetIfReady();
+protected:
+
+ /** Called when the actual attack should be made. Will be called again and again every tick until
+ it returns false. a_StrikeTickCnt tracks how many times it was called. It is 1 the first call.
+ It increments by 1 each call. This mechanism allows multi-tick attacks, like blazes shooting multiple
+ fireballs, but most attacks are single tick and return true the first call. */
+ virtual bool StrikeTarget(int a_StrikeTickCnt) = 0;
+
+ // Target related methods
+ bool TargetIsInStrikeRadius();
+ bool TargetIsInStrikeRadiusAndLineOfSight();
+ bool TargetOutOfSight();
+ void StrikeTargetIfReady(std::chrono::milliseconds a_Dt, cChunk & a_Chunk);
+
+ // 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?
+
+ bool m_IsStriking;
+
+ /** Our parent */
+ cMonster * m_Parent;
+
+private:
+
+ // The mob we want to attack
+ cPawn * m_Target;
+ int m_StrikeTickCnt;
+
+};