// The mob is agressive toward specific mobtypes, or toward the player. // This Behavior has a dependency on BehaviorChaser. #pragma once class cPawn; class cMonster; class cBehaviorChaser; class cBehaviorAggressive { public: cBehaviorAggressive(cMonster * a_Parent, int a_MinimumLight); // cBehaviorAggressive(cMonster * a_Parent, bool a_HatesPlayer); // TODO agression toward specific players, and specific mobtypes, etc // Agression under specific conditions (nighttime, etc) // Functions our host Monster should invoke: bool ActiveTick(); void Destroyed(); private: cPawn * FindNewTarget(); // Our parent cMonster * m_Parent; cBehaviorChaser * m_ParentChaser; // The mob we want to attack cPawn * m_Target; };