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-rw-r--r--src/Mobs/Behaviors/BehaviorBrave.cpp27
-rw-r--r--src/Mobs/Behaviors/BehaviorBrave.h15
-rw-r--r--src/Mobs/Behaviors/BehaviorCoward.h5
3 files changed, 43 insertions, 4 deletions
diff --git a/src/Mobs/Behaviors/BehaviorBrave.cpp b/src/Mobs/Behaviors/BehaviorBrave.cpp
index e69de29bb..6aba310a1 100644
--- a/src/Mobs/Behaviors/BehaviorBrave.cpp
+++ b/src/Mobs/Behaviors/BehaviorBrave.cpp
@@ -0,0 +1,27 @@
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "BehaviorBrave.h"
+#include "BehaviorAttacker.h"
+#include "../Monster.h"
+#include "../../Entities/Entity.h"
+
+void cBehaviorBrave::AttachToMonster(cMonster & a_Parent)
+{
+ m_Parent = &a_Parent;
+ m_Parent->AttachDoTakeDamageBehavior(this);
+}
+
+
+
+
+void cBehaviorBrave::DoTakeDamage(TakeDamageInfo & a_TDI)
+{
+ cBehaviorAttacker * AttackBehavior = m_Parent->GetBehaviorAttacker();
+ if ((AttackBehavior != nullptr) && (a_TDI.Attacker != m_Parent) &&
+ (a_TDI.Attacker != nullptr) && (a_TDI.Attacker->IsPawn())
+ )
+ {
+ AttackBehavior->SetTarget(static_cast<cPawn*>(a_TDI.Attacker));
+ }
+}
+
diff --git a/src/Mobs/Behaviors/BehaviorBrave.h b/src/Mobs/Behaviors/BehaviorBrave.h
index e69de29bb..0a59f90b8 100644
--- a/src/Mobs/Behaviors/BehaviorBrave.h
+++ b/src/Mobs/Behaviors/BehaviorBrave.h
@@ -0,0 +1,15 @@
+#pragma once
+
+#include "Behavior.h"
+
+/** Makes the mob fight back any other mob that damages it. Mob should have BehaviorAttacker to work.
+This behavior does not make sense in combination with BehaviorCoward. */
+class cBehaviorBrave : cBehavior
+{
+public:
+ void AttachToMonster(cMonster & a_Parent);
+ void DoTakeDamage(TakeDamageInfo & a_TDI) override;
+
+private:
+ cMonster * m_Parent; // Our Parent
+};
diff --git a/src/Mobs/Behaviors/BehaviorCoward.h b/src/Mobs/Behaviors/BehaviorCoward.h
index 9058419e3..3232f807b 100644
--- a/src/Mobs/Behaviors/BehaviorCoward.h
+++ b/src/Mobs/Behaviors/BehaviorCoward.h
@@ -2,16 +2,13 @@
#include "Behavior.h"
-// Makes the mob run away from any other mob that damages it
-
-
+/** Makes the mob run away from any other mob that damages it. */
class cBehaviorCoward : cBehavior
{
public:
cBehaviorCoward();
void AttachToMonster(cMonster & a_Parent);
- // Functions our host Monster should invoke:
bool IsControlDesired(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
bool ControlStarting(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
bool ControlEnding(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;