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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "BehaviorItemFollower.h"
#include "../Monster.h"
#include "../../World.h"
#include "../../Entities/Player.h"
iBehaviorItemFollower::~iBehaviorItemFollower()
{
}
cBehaviorItemFollower::cBehaviorItemFollower(iBehaviorItemFollower * a_ParentInterface) :
m_ParentInterface(a_ParentInterface)
{
m_Parent = dynamic_cast<cMonster *>(m_ParentInterface);
ASSERT(m_Parent != nullptr);
}
bool cBehaviorItemFollower::ActiveTick()
{
cWorld * World = m_Parent->GetWorld();
cItems FollowedItems;
m_ParentInterface->GetFollowedItems(FollowedItems);
if (FollowedItems.Size() > 0)
{
cPlayer * a_Closest_Player = m_Parent->GetNearestPlayer();
if (a_Closest_Player != nullptr)
{
cItem EquippedItem = a_Closest_Player->GetEquippedItem();
if (FollowedItems.ContainsType(EquippedItem))
{
Vector3d PlayerPos = a_Closest_Player->GetPosition();
m_Parent->MoveToPosition(PlayerPos);
return true; // We took control of the monster, prevent other Behaviors from doing so
}
}
}
return false;
}
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