#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" cBehaviorItemFollower::cBehaviorItemFollower(cMonster * a_Parent) : m_Parent(a_Parent) { m_Parent = a_Parent; ASSERT(m_Parent != nullptr); } bool cBehaviorItemFollower::IsControlDesired() { cItems FollowedItems; m_Parent->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)) { return true; // We take control of the monster. Now it'll call our tick } } } return false; } void cBehaviorItemFollower::Tick() { cItems FollowedItems; m_Parent->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); } } } }