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