#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "BehaviorAttacker.h" #include "../Monster.h" #include "../../Entities/Pawn.h" #include "../../Entities/Player.h" #include "../../Tracer.h" cBehaviorAttacker::cBehaviorAttacker() : m_AttackRate(3) , m_AttackDamage(1) , m_AttackRange(1) , m_AttackCoolDownTicksLeft(0) , m_IsStriking(false) , m_Target(nullptr) , m_ShouldRetaliate(true) { } void cBehaviorAttacker::AttachToMonster(cMonster & a_Parent) { m_Parent = &a_Parent; m_Parent->AttachTickBehavior(this); m_Parent->AttachDestroyBehavior(this); m_Parent->AttachPostTickBehavior(this); m_Parent->AttachDoTakeDamageBehavior(this); m_Parent->m_BehaviorAttackerPointer = this; } bool cBehaviorAttacker::IsControlDesired(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { UNUSED(a_Dt); UNUSED(a_Chunk); // If we have a target, we have something to do! Return true and control the mob Ticks. // Otherwise return false. return (m_IsStriking || (GetTarget() != nullptr)); } void cBehaviorAttacker::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { UNUSED(a_Dt); UNUSED(a_Chunk); ASSERT(m_Parent->GetHealth() > 0.0); if (m_IsStriking) { if (DoStrike(++m_StrikeTickCnt)) { m_Parent->UnpinBehavior(this); m_IsStriking = false; ResetStrikeCooldown(); } #ifdef _DEBUG if (m_StrikeTickCnt > 100) { LOGD("Sanity check failed. An attack took more than 5 seconds. Hmm"); ASSERT(1 == 0); } #endif return; } if ((GetTarget() != nullptr)) { ASSERT(GetTarget()->IsTicking()); if (GetTarget()->IsPlayer()) { if (!static_cast(GetTarget())->CanMobsTarget()) { SetTarget(nullptr); } } } ASSERT((GetTarget() == nullptr) || (GetTarget()->IsPawn() && (GetTarget()->GetWorld() == m_Parent->GetWorld()))); if (GetTarget() != nullptr) { m_Parent->SetLookingAt(m_Target); if (TargetTooFar()) { SetTarget(nullptr); } else { if (TargetIsInStrikeRadius() && TargetIsInLineOfSight()) { StrikeIfReady(); } else { m_Parent->MoveToPosition(m_Target->GetPosition()); // todo BehaviorApproacher for creeper sneaking, etc } } } } void cBehaviorAttacker::PostTick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { if (m_AttackCoolDownTicksLeft > 0) { m_AttackCoolDownTicksLeft -= 1; } } void cBehaviorAttacker::DoTakeDamage(TakeDamageInfo & a_TDI) { if (!m_ShouldRetaliate) { return; } if ((a_TDI.Attacker != nullptr) && a_TDI.Attacker->IsPawn()) { if ( (!a_TDI.Attacker->IsPlayer()) || (static_cast(a_TDI.Attacker)->CanMobsTarget()) ) { SetTarget(static_cast(a_TDI.Attacker)); } } } void cBehaviorAttacker::Destroyed() { SetTarget(nullptr); } void cBehaviorAttacker::SetAttackRate(float a_AttackRate) { m_AttackRate = a_AttackRate; } void cBehaviorAttacker::SetAttackRange(int a_AttackRange) { m_AttackRange = a_AttackRange; } void cBehaviorAttacker::SetAttackDamage(int a_AttackDamage) { m_AttackDamage = a_AttackDamage; } cPawn * cBehaviorAttacker::GetTarget() { return m_Target; } void cBehaviorAttacker::SetTarget(cPawn * a_Target) { m_Target = a_Target; } void cBehaviorAttacker::Strike() { if (m_IsStriking) { return; } m_IsStriking = true; m_StrikeTickCnt = 0; m_Parent->PinBehavior(this); m_Parent->StopMovingToPosition(); } bool cBehaviorAttacker::TargetIsInStrikeRadius(void) { ASSERT(GetTarget() != nullptr); ASSERT(m_Parent != nullptr); return ((GetTarget()->GetPosition() - m_Parent->GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); } bool cBehaviorAttacker::TargetIsInLineOfSight() { ASSERT(GetTarget() != nullptr); ASSERT(m_Parent != nullptr); // mobtodo make this smarter cTracer LineOfSight(m_Parent->GetWorld()); Vector3d MyHeadPosition = m_Parent->GetHeadPosition(); Vector3d TargetHeadPosition = GetTarget()->GetHeadPosition(); Vector3d AttackDirection1(TargetHeadPosition - MyHeadPosition); if (LineOfSight.Trace(MyHeadPosition, AttackDirection1, static_cast(AttackDirection1.Length())) ) { return false; } Vector3d MyFeetPosition = m_Parent->GetPosition() + Vector3d(0, 0.5, 0); Vector3d TargetFeetPosition = GetTarget()->GetPosition() + Vector3d(0, 0.5, 0); Vector3d AttackDirection2(TargetFeetPosition - MyFeetPosition); if (LineOfSight.Trace(MyFeetPosition, AttackDirection2, static_cast(AttackDirection2.Length())) ) { return false; } return true; } bool cBehaviorAttacker::TargetTooFar() { ASSERT(m_Target != nullptr); if ((GetTarget()->GetPosition() - m_Parent->GetPosition()).Length() > m_Parent->GetSightDistance()) { return true; } return false; } void cBehaviorAttacker::ResetStrikeCooldown() { m_AttackCoolDownTicksLeft = static_cast(3 * 20 * m_AttackRate); // A second has 20 ticks, an attack rate of 1 means 1 hit every 3 seconds } void cBehaviorAttacker::StrikeIfReady() { if (m_AttackCoolDownTicksLeft == 0) { Strike(); } }