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// 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;
};
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