#pragma once #include "Goal.h" class Level; class Mob; class Path; class MeleeAttackGoal : public Goal { private: Level* level; Mob* mob; // Owner of this goal std::weak_ptr target; int attackTime; float speed; bool trackTarget; Path* path; eINSTANCEOF attackType; int timeToRecalcPath; void _init(Mob* mob, float speed, bool trackTarget); public: MeleeAttackGoal(Mob* mob, eINSTANCEOF attackType, float speed, bool trackTarget); MeleeAttackGoal(Mob* mob, float speed, bool trackTarget); ~MeleeAttackGoal(); virtual bool canUse(); virtual bool canContinueToUse(); virtual void start(); virtual void stop(); virtual void tick(); // 4J Added override to update ai elements when loading entity from // schematics virtual void setLevel(Level* level) { this->level = level; } };