#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "BehaviorCoward.h" #include "../Monster.h" #include "../../World.h" #include "../../Entities/Player.h" #include "../../Entities/Entity.h" cBehaviorCoward::cBehaviorCoward() : m_Attacker(nullptr) { } void cBehaviorCoward::AttachToMonster(cMonster & a_Parent) { LOGD("mobDebug - Behavior Coward: Attach"); m_Parent = &a_Parent; m_Parent->AttachTickBehavior(this); m_Parent->AttachDoTakeDamageBehavior(this); } bool cBehaviorCoward::IsControlDesired(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { UNUSED(a_Dt); UNUSED(a_Chunk); return (m_Attacker != nullptr); //mobTodo probably not so safe pointer (and cChaser m_Target too) } bool cBehaviorCoward::ControlStarting(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { UNUSED(a_Dt); UNUSED(a_Chunk); m_Parent->SetRelativeWalkSpeed(m_Parent->GetRelativeWalkSpeed() * 2); return true; } bool cBehaviorCoward::ControlEnding(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { UNUSED(a_Dt); UNUSED(a_Chunk); m_Parent->SetRelativeWalkSpeed(m_Parent->GetRelativeWalkSpeed() / 2); return true; } void cBehaviorCoward::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { UNUSED(a_Dt); UNUSED(a_Chunk); if (m_Attacker == nullptr) { return; } // TODO NOT SAFE if (m_Attacker->IsDestroyed() || (m_Attacker->GetPosition() - m_Parent->GetPosition()).Length() > m_Parent->GetSightDistance()) { // We lost the attacker m_Attacker = nullptr; return; } Vector3d newloc = m_Parent->GetPosition(); newloc.x = (m_Attacker->GetPosition().x < newloc.x)? (newloc.x + m_Parent->GetSightDistance()): (newloc.x - m_Parent->GetSightDistance()); newloc.z = (m_Attacker->GetPosition().z < newloc.z)? (newloc.z + m_Parent->GetSightDistance()): (newloc.z - m_Parent->GetSightDistance()); m_Parent->MoveToPosition(newloc); } void cBehaviorCoward::DoTakeDamage(TakeDamageInfo & a_TDI) { LOGD("mobDebug - Behavior Coward: DoTakeDamage"); if ((a_TDI.Attacker != m_Parent) && (a_TDI.Attacker != nullptr)) { m_Attacker = a_TDI.Attacker; } }