#pragma once class cBehaviorBreeder; #include "Behavior.h" class cWorld; class cMonster; class cPlayer; class cItems; /** Grants breeding capabilities to the mob. */ class cBehaviorBreeder : public cBehavior { public: cBehaviorBreeder(cMonster * a_Parent); // Functions our host Monster should invoke: bool IsControlDesired() override; void Tick() override; void PostTick() override; void OnRightClicked(cPlayer & a_Player); void Destroyed() override; /** Returns the partner which the monster is currently mating with. */ cMonster * GetPartner(void) const { return m_LovePartner; } /** Start the mating process. Causes the monster to keep bumping into the partner until m_MatingTimer reaches zero. */ void EngageLoveMode(cMonster * a_Partner); /** Finish the mating process. Called after a baby is born. Resets all breeding related timers and sets m_LoveCooldown to 20 minutes. */ void ResetLoveMode(); /** Returns whether the monster has just been fed and is ready to mate. If this is "true" and GetPartner isn't "nullptr", then the monster is mating. */ bool IsInLove() const; /** Returns whether the monster is tired of breeding and is in the cooldown state. */ bool IsInLoveCooldown() const; private: /** Our parent */ cMonster * m_Parent; /** The monster's breeding partner. */ cMonster * m_LovePartner; /** If above 0, the monster is in love mode, and will breed if a nearby monster is also in love mode. Decrements by 1 per tick till reaching zero. */ int m_LoveTimer; /** If above 0, the monster is in cooldown mode and will refuse to breed. Decrements by 1 per tick till reaching zero. */ int m_LoveCooldown; /** The monster is engaged in mating, once this reaches zero, a baby will be born. Decrements by 1 per tick till reaching zero, then a baby is made and ResetLoveMode() is called. */ int m_MatingTimer; };