#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(cMonster * a_Parent) : m_Parent(a_Parent), m_Attacker(nullptr) { ASSERT(m_Parent != nullptr); } bool cBehaviorCoward::ActiveTick() { if (m_Attacker == nullptr) { return false; } // 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 false; } 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); return true; } void cBehaviorCoward::DoTakeDamage(TakeDamageInfo & a_TDI) { if ((a_TDI.Attacker != m_Parent) && (a_TDI.Attacker != nullptr)) { m_Attacker = a_TDI.Attacker; } }