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+
+#pragma once
+
+class cMonster;
+class cPawn;
+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 cBehaviorChaser
+{
+
+public:
+ cBehaviorChaser(cMonster * a_Parent);
+
+ // Functions our host Monster should invoke:
+ bool ActiveTick();
+ void Destroyed();
+ void Tick();
+
+ // 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);
+
+ virtual ~cBehaviorChaser();
+protected:
+ virtual void ApproachTarget() = 0;
+private:
+
+ /** Our parent */
+ cMonster * m_Parent;
+ cBehaviorStriker * m_StrikeBehavior;
+
+ // 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?
+};