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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;
};