#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "BehaviorAggressive.h" #include "BehaviorAttacker.h" #include "../Monster.h" #include "../../Chunk.h" #include "../../Entities/Player.h" cBehaviorAggressive::cBehaviorAggressive(ShouldBeAggressiveFunction a_ShouldBeAggressiveFunction) : m_ShouldBeAggressiveFunction(a_ShouldBeAggressiveFunction) , m_ShouldBeAgressive(true) , m_AgressionCheckCountdown(1) { } void cBehaviorAggressive::AttachToMonster(cMonster & a_Parent) { m_Parent = &a_Parent; m_Parent->AttachPreTickBehavior(this); } void cBehaviorAggressive::PreTick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { UNUSED(a_Dt); UNUSED(a_Chunk); if (m_ShouldBeAggressiveFunction != nullptr) { if (--m_AgressionCheckCountdown == 0) { m_AgressionCheckCountdown = 40; m_ShouldBeAgressive = m_ShouldBeAggressiveFunction(*this, *m_Parent); } } if (!m_ShouldBeAgressive) { return; } // Target something new if we have no target cBehaviorAttacker * BehaviorAttacker = m_Parent->GetBehaviorAttacker(); if ((BehaviorAttacker != nullptr) && (BehaviorAttacker->GetTarget() == nullptr)) { // mobTodo enhance this BehaviorAttacker->SetTarget(FindNewTarget()); } } cPawn * cBehaviorAggressive::FindNewTarget() { cPlayer * Closest = m_Parent->GetNearestPlayer(); if ((Closest != nullptr) && (!Closest->CanMobsTarget())) { return nullptr; } return Closest; // May be null }