dungeon/src/AttackEnemyNode.cpp

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#include "AttackEnemyNode.h"
#include "BehaviourTree.h"
#include "Actor.h"
#include "Tilemap.h"
#include "Pathfinder.h"
#include "FieldOfView.h"
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AttackEnemyNode::AttackEnemyNode(BehaviourTreeNode * parent) : BehaviourTreeNode(parent){}
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AttackEnemyNode::~AttackEnemyNode() = default;
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BehaviourTreeStatus AttackEnemyNode::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*> visibleEnemies;
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) {
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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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visibleEnemies.push_back(actor);
}
}
}
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if (visibleEnemies.empty()) {
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return BT_FAILED;
}
Actor* closestActor = nullptr;
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float closestDist = tick->target->get_range();
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for (Actor* actor : visibleEnemies) {
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float dist = Pathfinder::distance(tick->target->get_position(), actor->get_position());
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if (closestActor == nullptr ||
dist < closestDist) {
closestActor = actor;
closestDist = dist;
}
}
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if (closestDist < tick->target->get_range()) {
tick->target->attack(closestActor);
if (!closestActor->is_alive()) {
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return BT_SUCCEEDED;
}
return BT_RUNNING;
}
else {
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vec2i pos = tick->target->get_position();
vec2i goal = closestActor->get_position();
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auto path = Pathfinder::a_star(tick->map, pos, goal);
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if (!path.empty()) {
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//path.pop_back();
vec2i dpos = path.back() - pos;
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if (tick->target->move(dpos.x, dpos.y, tick->map)) {
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return BT_RUNNING;
}
}
return BT_FAILED;
}
}