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cuberite-2a/source/Mobs/AggressiveMonster.cpp

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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "AggressiveMonster.h"
#include "../Vector3f.h"
#include "../Player.h"
#include "../MersenneTwister.h"
cAggressiveMonster::cAggressiveMonster()
: m_ChaseTime(999999)
{
m_EMPersonality = AGGRESSIVE;
}
cAggressiveMonster::~cAggressiveMonster()
{
}
//What to do if in Chasing State
void cAggressiveMonster::InStateChasing(float a_Dt) {
cMonster::InStateChasing(a_Dt);
m_ChaseTime += a_Dt;
if( m_Target )
{
if(m_Target->GetEntityType() == cEntity::eEntityType_Player)
{
cPlayer * Player = (cPlayer *) m_Target;
if(Player->GetGameMode() == 1)
{
m_EMState = IDLE;
return;
}
}
Vector3f Pos = Vector3f( m_Pos );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if( (Their - Pos).Length() <= m_AttackRange) {
cMonster::Attack(a_Dt);
}
MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
} else if( m_ChaseTime > 5.f ) {
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
void cAggressiveMonster::EventSeePlayer(cEntity *a_Entity)
{
cMonster::EventSeePlayer(a_Entity);
m_EMState = CHASING;
}
void cAggressiveMonster::Tick(float a_Dt)
{
cMonster::Tick(a_Dt);
m_SeePlayerInterval += a_Dt;
if(m_SeePlayerInterval > 1)
{
MTRand r1;
int rem = r1.randInt() % 3 + 1; //check most of the time but miss occasionally
m_SeePlayerInterval = 0.0;
if(rem >= 2)
{
if(m_EMState == CHASING){
CheckEventLostPlayer();
} else {
CheckEventSeePlayer();
}
}
}
}