📄 wanderstate.h
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#include "State.h"
#include "AITypes.h"
#include <ProgramCommon/WzDataType.h>
class Monster;
class WanderState : public State
{
public:
WanderState();
~WanderState();
virtual VOID Init();
virtual VOID OnEnter( LPARAM param1, LPARAM param2, LPARAM param3 );
virtual VOID OnExit();
virtual VOID OnUpdate( DWORD dwDeltaTick );
virtual VOID SetNPC( NPC *pNPC ) { m_pMonster = (Monster*)pNPC; State::SetNPC(pNPC); }
protected:
virtual VOID OnMsgAttacked( AI_MSG *pMsg );
virtual VOID OnMsgLetsGo( AI_MSG *pMsg );
virtual VOID OnMsgEnemyFound( AI_MSG *pMsg );
private:
BOOL DoWander();
BOOL DoWanderAsFollower();
BOOL DoWanderPatrol();
BOOL m_bDestSelected;
BOOL m_bTouchedSomething;
WzVector m_wvRotatedVector;
util::Timer *m_pSearchTimer;
Monster* m_pMonster;
};
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