dungeon/src/AttackEnemyNode.cpp

68 lines
1.9 KiB
C++

#include "AttackEnemyNode.h"
#include "BehaviourTree.h"
#include "Actor.h"
#include "Tilemap.h"
#include "Pathfinder.h"
#include "FieldOfView.h"
AttackEnemyNode::AttackEnemyNode(BehaviourTreeNode * parent) : BehaviourTreeNode(parent){}
AttackEnemyNode::~AttackEnemyNode() = default;
BehaviourTreeStatus AttackEnemyNode::tick(BTTick * tick) {
bool ishero = tick->target->is_type_of(ACT_HERO);
vec2i targetpos = tick->target->get_position();
auto actors = tick->target->get_map()->get_entities(targetpos.x, targetpos.y, 6, ENTITY_ACTOR);
std::vector<Actor*> visibleEnemies;
for (auto ent : actors) {
auto actor = (Actor*)ent;
if (actor == tick->target) continue;
if (actor->is_type_of(ACT_HERO) != ishero) {
vec2i pos = actor->get_position();
if (line_of_sight(tick->target->get_map(), tick->target->get_position(), pos)) {
visibleEnemies.push_back(actor);
}
}
}
if (visibleEnemies.empty()) {
return BT_FAILED;
}
Actor* closestActor = nullptr;
float closestDist = tick->target->get_range();
for (Actor* actor : visibleEnemies) {
float dist = Pathfinder::distance(tick->target->get_position(), actor->get_position());
if (closestActor == nullptr ||
dist < closestDist) {
closestActor = actor;
closestDist = dist;
}
}
if (closestDist < tick->target->get_range()) {
tick->target->attack(closestActor);
if (!closestActor->is_alive()) {
return BT_SUCCEEDED;
}
return BT_RUNNING;
}
else {
vec2i pos = tick->target->get_position();
vec2i goal = closestActor->get_position();
auto path = Pathfinder::aStar(tick->target->get_map(), pos, goal);
if (!path.empty()) {
//path.pop_back();
vec2i dpos = path.back() - pos;
if (tick->target->move(dpos.x, dpos.y)) {
return BT_RUNNING;
}
}
return BT_FAILED;
}
}