2017-09-17 13:43:13 +02:00
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#include "AttackEnemyNode.h"
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#include "BehaviourTree.h"
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#include "Actor.h"
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#include "Tilemap.h"
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#include "Pathfinder.h"
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2017-09-21 22:17:06 +02:00
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#include "FieldOfView.h"
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2017-09-17 13:43:13 +02:00
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AttackEnemyNode::AttackEnemyNode(BehaviourTreeNode * parent) : BehaviourTreeNode(parent){}
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AttackEnemyNode::~AttackEnemyNode() {}
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BehaviourTreeStatus AttackEnemyNode::tick(BTTick * tick) {
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bool ishero = tick->target->isTypeOf(ACT_HERO);
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auto actors = tick->target->map->GetActorList();
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std::vector<Actor*> visibleEnemies;
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2017-09-17 20:07:38 +02:00
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for (auto actor : *actors) {
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2017-09-17 13:43:13 +02:00
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if (actor == tick->target) continue;
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if (actor->isTypeOf(ACT_HERO) != ishero) {
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vec2i pos = actor->getPosition();
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2017-09-21 22:17:06 +02:00
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if (line_of_sight(tick->target->map, tick->target->getPosition(), pos)) {
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2017-09-17 13:43:13 +02:00
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visibleEnemies.push_back(actor);
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}
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}
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}
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if (visibleEnemies.size() == 0) {
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return BT_FAILED;
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}
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Actor* closestActor = nullptr;
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float closestDist;
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2017-09-17 20:07:38 +02:00
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for (Actor* actor : visibleEnemies) {
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2017-09-17 13:43:13 +02:00
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float dist = Pathfinder::distance(tick->target->getPosition(), actor->getPosition());
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if (closestActor == nullptr ||
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dist < closestDist) {
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closestActor = actor;
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closestDist = dist;
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}
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}
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if (closestDist < 1.5f) {
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closestActor->health -= tick->target->strength;
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if (closestActor->health <= 0) {
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closestActor->Kill();
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return BT_SUCCEEDED;
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}
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return BT_RUNNING;
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}
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else {
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vec2i pos = tick->target->getPosition();
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vec2i goal = closestActor->getPosition();
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auto path = Pathfinder::aStar(tick->target->map, pos, goal);
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if (path.size() > 0) {
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//path.pop_back();
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vec2i dpos = path.back() - pos;
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if (tick->target->Move(dpos.x, dpos.y)) {
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return BT_RUNNING;
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}
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}
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return BT_FAILED;
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}
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}
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