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#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"
void cBehaviorItemFollower::AttachToMonster(cMonster & a_Parent)
{
m_Parent = &a_Parent;
m_Parent->AttachTickBehavior(this);
}
bool cBehaviorItemFollower::IsControlDesired(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
UNUSED(a_Dt);
UNUSED(a_Chunk);
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(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
UNUSED(a_Dt);
UNUSED(a_Chunk);
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);
}
}
}
}
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