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-rw-r--r--src/Mobs/Behaviors/BehaviorAttacker.cpp64
1 files changed, 38 insertions, 26 deletions
diff --git a/src/Mobs/Behaviors/BehaviorAttacker.cpp b/src/Mobs/Behaviors/BehaviorAttacker.cpp
index 56a879e84..3113516ff 100644
--- a/src/Mobs/Behaviors/BehaviorAttacker.cpp
+++ b/src/Mobs/Behaviors/BehaviorAttacker.cpp
@@ -15,6 +15,7 @@ cBehaviorAttacker::cBehaviorAttacker() :
, m_AttackRange(1)
, m_AttackCoolDownTicksLeft(0)
, m_TicksSinceLastDamaged(100)
+ , m_IsStriking(false)
{
}
@@ -26,7 +27,6 @@ cBehaviorAttacker::cBehaviorAttacker() :
void cBehaviorAttacker::AttachToMonster(cMonster & a_Parent, cBehaviorStriker & a_ParentStriker)
{
m_Parent = &a_Parent;
- m_ParentStriker = &a_ParentStriker;
m_Parent->AttachTickBehavior(this);
m_Parent->AttachDestroyBehavior(this);
m_Parent->AttachPostTickBehavior(this);
@@ -54,8 +54,13 @@ void cBehaviorAttacker::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
UNUSED(a_Dt);
UNUSED(a_Chunk);
- /*
- * if ((GetTarget() != nullptr))
+
+ if (m_IsStriking) return;
+ // If we're striking, return. This allows derived classes to implement multi-tick strikes
+ // E.g. a blaze shooting 3 fireballs in consequative ticks.
+ // Derived class is expected to set m_IsStriking to false when the strike is done.
+
+ if ((GetTarget() != nullptr))
{
ASSERT(GetTarget()->IsTicking());
@@ -66,8 +71,8 @@ void cBehaviorAttacker::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
SetTarget(nullptr);
}
}
- } //mobTodo copied from monster.cpp
- * */
+ }
+
ASSERT((GetTarget() == nullptr) || (GetTarget()->IsPawn() && (GetTarget()->GetWorld() == m_Parent->GetWorld())));
// Stop targeting out of range targets
@@ -79,24 +84,20 @@ void cBehaviorAttacker::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
else
{
- if (TargetIsInStrikeRange())
+ if (TargetIsInStrikeRadiusAndLineOfSight())
{
- StrikeTarget();
+ StrikeTargetIfReady();
}
else
{
- ApproachTarget(); // potential mobTodo: decoupling approaching from attacking
- // Not important now, but important for future extensibility, e.g.
- // cow chases wheat but using the netherman approacher to teleport around.
+ m_Parent->MoveToPosition(m_Target->GetPosition());
+ // todo BehaviorApproacher
}
}
}
}
-void cBehaviorAttacker::ApproachTarget()
-{
- m_Parent->MoveToPosition(m_Target->GetPosition());
-}
+
@@ -189,7 +190,17 @@ void cBehaviorAttacker::SetTarget(cPawn * a_Target)
-bool cBehaviorAttacker::TargetIsInStrikeRange()
+bool cBehaviorAttacker::TargetIsInStrikeRadius(void)
+{
+ ASSERT(GetTarget() != nullptr);
+ return ((GetTarget()->GetPosition() - m_Parent->GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange));
+}
+
+
+
+
+
+bool cBehaviorAttacker::TargetIsInStrikeRadiusAndLineOfSight()
{
ASSERT(m_Target != nullptr);
ASSERT(m_Parent != nullptr);
@@ -199,13 +210,17 @@ bool cBehaviorAttacker::TargetIsInStrikeRange()
Vector3d MyHeadPosition = m_Parent->GetPosition() + Vector3d(0, m_Parent->GetHeight(), 0);
Vector3d AttackDirection(GetTarget()->GetPosition() + Vector3d(0, GetTarget()->GetHeight(), 0) - MyHeadPosition);
- if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())) && (GetHealth() > 0.0))
+ if (TargetIsInStrikeRadius() &&
+ !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())) &&
+ (m_Parent->GetHealth() > 0.0)
+ )
+ {
+ return true;
+ }
+ else
{
- // Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
- Attack(a_Dt);
+ return false;
}
-
- return ((m_Target->GetPosition() - m_Parent->GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange));
}
@@ -235,15 +250,12 @@ void cBehaviorAttacker::ResetStrikeCooldown()
-void cBehaviorAttacker::StrikeTarget()
+void cBehaviorAttacker::StrikeTargetIfReady()
{
if (m_AttackCoolDownTicksLeft != 0)
{
- cBehaviorStriker * Striker = m_ParentStriker;
- if (Striker != nullptr)
- {
- // Striker->Strike(m_Target); //mobTodo
- }
+ m_IsStriking = true;
+ StrikeTarget(); // Different derived classes implement strikes in different ways
ResetStrikeCooldown();
}
}