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(WIP) Transitions + hook definitions + onRetreat hook implementation
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@@ -152,10 +152,17 @@ struct CombatNPC : public BaseNPC, public ICombatant {
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virtual int32_t getID() override;
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virtual void step(time_t currTime) override;
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virtual void roamingStep(time_t currTime) {} // no-op by default
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virtual void roamingStep(time_t currTime) {} // no-ops by default
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virtual void combatStep(time_t currTime) {}
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virtual void retreatStep(time_t currTime) {}
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virtual void deadStep(time_t currTime) {}
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virtual void transition(AIState newState);
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virtual void onInactive() {} // no-ops by default
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virtual void onRoamStart() {}
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virtual void onCombatStart() {}
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virtual void onRetreat() {}
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virtual void onDeath() {}
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};
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// Mob is in MobAI.hpp, Player is in Player.hpp
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