#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "BehaviorAttacker.h" #include "../Monster.h" #include "../../Entities/Pawn.h" #include "../../Entities/Player.h" #include "../../Tracer.h" cBehaviorAttacker::cBehaviorAttacker() : m_AttackRate(3) , m_AttackDamage(1) , m_AttackRange(1) , m_AttackCoolDownTicksLeft(0) , m_TicksSinceLastDamaged(100) , m_IsStriking(false) , m_Target(nullptr) { } void cBehaviorAttacker::AttachToMonster(cMonster & a_Parent) { m_Parent = &a_Parent; m_Parent->AttachTickBehavior(this); m_Parent->AttachDestroyBehavior(this); m_Parent->AttachPostTickBehavior(this); m_Parent->AttachDoTakeDamageBehavior(this); m_Parent->m_BehaviorAttackerPointer = this; } bool cBehaviorAttacker::IsControlDesired(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { UNUSED(a_Dt); UNUSED(a_Chunk); // If we have a target, we have something to do! Return true and control the mob Ticks. // Otherwise return false. return (m_IsStriking || (GetTarget() != nullptr)); } void cBehaviorAttacker::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { UNUSED(a_Dt); UNUSED(a_Chunk); if (m_IsStriking) { if (StrikeTarget(++m_StrikeTickCnt)) { m_Parent->UnpinBehavior(this); m_IsStriking = false; ResetStrikeCooldown(); } #ifdef _DEBUG if (m_StrikeTickCnt > 100) { LOGD("Sanity check failed. An attack took more than 5 seconds. Hmm"); ASSERT(1 == 0); } #endif return; } if ((GetTarget() != nullptr)) { ASSERT(GetTarget()->IsTicking()); if (GetTarget()->IsPlayer()) { if (!static_cast(GetTarget())->CanMobsTarget()) { SetTarget(nullptr); } } } ASSERT((GetTarget() == nullptr) || (GetTarget()->IsPawn() && (GetTarget()->GetWorld() == m_Parent->GetWorld()))); if (GetTarget() != nullptr) { m_Parent->SetLookingAt(m_Target); if (TargetOutOfSight()) { SetTarget(nullptr); } else { if (TargetIsInStrikeRadiusAndLineOfSight()) { StrikeTargetIfReady(); } else { m_Parent->MoveToPosition(m_Target->GetPosition()); // todo BehaviorApproacher for creeper sneaking, etc } } } } void cBehaviorAttacker::PostTick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { if (m_TicksSinceLastDamaged < 100) { ++m_TicksSinceLastDamaged; } if (m_AttackCoolDownTicksLeft > 0) { m_AttackCoolDownTicksLeft -= 1; } } void cBehaviorAttacker::DoTakeDamage(TakeDamageInfo & a_TDI) { if ((a_TDI.Attacker != nullptr) && a_TDI.Attacker->IsPawn()) { if ( (!a_TDI.Attacker->IsPlayer()) || (static_cast(a_TDI.Attacker)->CanMobsTarget()) ) { SetTarget(static_cast(a_TDI.Attacker)); } m_TicksSinceLastDamaged = 0; } } void cBehaviorAttacker::Destroyed() { SetTarget(nullptr); } void cBehaviorAttacker::SetAttackRate(float a_AttackRate) { m_AttackRate = a_AttackRate; } void cBehaviorAttacker::SetAttackRange(int a_AttackRange) { m_AttackRange = a_AttackRange; } void cBehaviorAttacker::SetAttackDamage(int a_AttackDamage) { m_AttackDamage = a_AttackDamage; } cPawn * cBehaviorAttacker::GetTarget() { return m_Target; } void cBehaviorAttacker::SetTarget(cPawn * a_Target) { m_Target = a_Target; } void cBehaviorAttacker::StrikeTarget() { if (m_IsStriking || (m_Target == nullptr)) { return; } m_IsStriking = true; m_StrikeTickCnt = 0; m_Parent->PinBehavior(this); } bool cBehaviorAttacker::TargetIsInStrikeRadius(void) { ASSERT(GetTarget() != nullptr); return ((GetTarget()->GetPosition() - m_Parent->GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); } bool cBehaviorAttacker::TargetIsInStrikeRadiusAndLineOfSight() { ASSERT(m_Target != nullptr); ASSERT(m_Parent != nullptr); cTracer LineOfSight(m_Parent->GetWorld()); Vector3d MyHeadPosition = m_Parent->GetPosition() + Vector3d(0, m_Parent->GetHeight(), 0); Vector3d AttackDirection(GetTarget()->GetPosition() + Vector3d(0, GetTarget()->GetHeight(), 0) - MyHeadPosition); if (TargetIsInStrikeRadius()/* && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast(AttackDirection.Length()))*/ && (m_Parent->GetHealth() > 0.0) ) { return true; } else { return false; } } bool cBehaviorAttacker::TargetOutOfSight() { ASSERT(m_Target != nullptr); if ((GetTarget()->GetPosition() - m_Parent->GetPosition()).Length() > m_Parent->GetSightDistance()) { return true; } return false; } void cBehaviorAttacker::ResetStrikeCooldown() { m_AttackCoolDownTicksLeft = static_cast(3 * 20 * m_AttackRate); // A second has 20 ticks, an attack rate of 1 means 1 hit every 3 seconds } void cBehaviorAttacker::StrikeTargetIfReady() { if (m_AttackCoolDownTicksLeft == 0) { StrikeTarget(); } }