#pragma once #include "Monster.h" class cAggressiveMonster: public cMonster { using Super = cMonster; public: cAggressiveMonster( const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, const AString & a_SoundAmbient, float a_Width, float a_Height ); virtual void Tick (std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override; virtual void InStateChasing(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override; virtual void EventSeePlayer(cPlayer * a_Player, cChunk & a_Chunk) override; /** Try to perform attack returns true if attack was deemed successful (hit player, fired projectile, creeper exploded, etc.) even if it didn't actually do damage return false if e.g. the mob is still in cooldown from a previous attack */ virtual bool Attack(std::chrono::milliseconds a_Dt); } ;