dungeon/src/IfSeeEnemyNode.cpp

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#include "IfSeeEnemyNode.h"
#include "BehaviourTree.h"
#include "Actor.h"
#include "Tilemap.h"
#include "FieldOfView.h"
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IfSeeEnemyNode::IfSeeEnemyNode(BehaviourTreeNode * parent) : BehaviourTreeNode(parent) {}
IfSeeEnemyNode::~IfSeeEnemyNode() {}
BehaviourTreeStatus IfSeeEnemyNode::tick(BTTick * tick) {
if (children.size() <= 0) {
return BT_ERROR;
}
bool ishero = tick->target->isTypeOf(ACT_HERO);
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auto actors = tick->target->map->get_actor_list();
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for (auto actor : *actors) {
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if (actor == tick->target) continue;
if (actor->isTypeOf(ACT_HERO) != ishero) {
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vec2i pos = actor->get_position();
if (line_of_sight(tick->target->map, tick->target->get_position(), pos)) {
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return children[0]->execute(tick);
}
}
}
return BT_FAILED;
}