dungeon/src/HealFriendNode.cpp

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#include "HealFriendNode.h"
#include "BehaviourTree.h"
#include "Actor.h"
#include "Tilemap.h"
#include "FieldOfView.h"
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HealFriendNode::HealFriendNode(BehaviourTreeNode * parent) : BehaviourTreeNode(parent){}
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HealFriendNode::~HealFriendNode() = default;
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BehaviourTreeStatus HealFriendNode::tick(BTTick * tick) {
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bool ishero = tick->target->is_type_of(ACT_HERO);
vec2i targetpos = tick->target->get_position();
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auto actors = tick->map->get_actors(targetpos.x, targetpos.y, 6);
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std::vector<Actor*> friends;
for (Actor* actor : actors) {
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if (actor == tick->target) continue;
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if (actor->is_type_of(ACT_HERO) == ishero && actor->get_health() < actor->get_health_max()) {
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vec2i pos = actor->get_position();
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if (line_of_sight(tick->map, tick->target->get_position(), pos)) {
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friends.push_back(actor);
}
}
}
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if (friends.empty()) {
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return BT_FAILED;
}
Actor* lowestHpActor = nullptr;
int lowestHp;
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for (Actor* actor : friends) {
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if (lowestHpActor == nullptr || actor->get_health() < lowestHp) {
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lowestHpActor = actor;
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lowestHp = actor->get_health();
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}
}
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lowestHpActor->heal(1);
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return BT_SUCCEEDED;
}