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#pragma once
#include "Behavior.h"
// Makes the mob run away from any other mob that damages it
//fwds
class cMonster;
class cItems;
class cEntity;
struct TakeDamageInfo;
class cBehaviorCoward : cBehavior
{
public:
cBehaviorCoward();
void AttachToMonster(cMonster & a_Parent);
// Functions our host Monster should invoke:
bool IsControlDesired(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
bool ControlStarting(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
bool ControlEnding(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
void DoTakeDamage(TakeDamageInfo & a_TDI) override;
private:
cMonster * m_Parent; // Our Parent
cEntity * m_Attacker; // The entity we're running away from
};
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