66 lines
1.3 KiB
C++
66 lines
1.3 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "PassiveMonster.h"
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#include "../World.h"
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#include "../Entities/Player.h"
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cPassiveMonster::cPassiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
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super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height)
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{
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m_EMPersonality = PASSIVE;
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}
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bool cPassiveMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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if (!super::DoTakeDamage(a_TDI))
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{
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return false;
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}
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if ((a_TDI.Attacker != this) && (a_TDI.Attacker != nullptr))
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{
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m_EMState = ESCAPING;
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}
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return true;
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}
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void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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if (m_EMState == ESCAPING)
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{
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CheckEventLostPlayer();
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}
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cItem FollowedItem = GetFollowedItem();
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if (FollowedItem.IsEmpty())
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{
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return;
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}
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cPlayer * a_Closest_Player = m_World->FindClosestPlayer(GetPosition(), static_cast<float>(m_SightDistance));
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if (a_Closest_Player != nullptr)
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{
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if (a_Closest_Player->GetEquippedItem().IsEqual(FollowedItem))
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{
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Vector3d PlayerPos = a_Closest_Player->GetPosition();
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MoveToPosition(PlayerPos);
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}
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}
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}
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