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#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() :
m_Attacker(nullptr)
{
}
void cBehaviorCoward::AttachToMonster(cMonster & a_Parent)
{
LOGD("mobDebug - Behavior Coward: Attach");
m_Parent = &a_Parent;
m_Parent->AttachTickBehavior(this);
m_Parent->AttachDoTakeDamageBehavior(this);
}
bool cBehaviorCoward::IsControlDesired(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
UNUSED(a_Dt);
UNUSED(a_Chunk);
return (m_Attacker != nullptr); //mobTodo probably not so safe pointer (and cChaser m_Target too)
}
bool cBehaviorCoward::ControlStarting(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
UNUSED(a_Dt);
UNUSED(a_Chunk);
m_Parent->SetRelativeWalkSpeed(m_Parent->GetRelativeWalkSpeed() * 2);
return true;
}
bool cBehaviorCoward::ControlEnding(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
UNUSED(a_Dt);
UNUSED(a_Chunk);
m_Parent->SetRelativeWalkSpeed(m_Parent->GetRelativeWalkSpeed() / 2);
return true;
}
void cBehaviorCoward::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
UNUSED(a_Dt);
UNUSED(a_Chunk);
if (m_Attacker == nullptr)
{
return;
}
// 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;
}
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);
}
void cBehaviorCoward::DoTakeDamage(TakeDamageInfo & a_TDI)
{
LOGD("mobDebug - Behavior Coward: DoTakeDamage");
if ((a_TDI.Attacker != m_Parent) && (a_TDI.Attacker != nullptr))
{
m_Attacker = a_TDI.Attacker;
}
}
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