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- Attack() is now called from cAggressive instead of cMonster
* Monsters can no longer attack through walls
* Should fix last remnants of player damage after teleporting (that both
STR and bearbin contributed fixes to :P)
This commit is contained in:
Tiger Wang 2014-02-11 22:09:56 +00:00
parent c53406f0d4
commit 06239c8336
5 changed files with 12 additions and 21 deletions

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@ -1122,8 +1122,8 @@ void cPlayer::SetIP(const AString & a_IP)
void cPlayer::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ) void cPlayer::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
{ {
SetPosition( a_PosX, a_PosY, a_PosZ ); SetPosition(a_PosX, a_PosY, a_PosZ);
m_LastGroundHeight = (float)a_PosY; m_LastGroundHeight, m_LastJumpHeight = (float)a_PosY;
m_World->BroadcastTeleportEntity(*this, GetClientHandle()); m_World->BroadcastTeleportEntity(*this, GetClientHandle());
m_ClientHandle->SendPlayerMoveLook(); m_ClientHandle->SendPlayerMoveLook();

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@ -5,7 +5,7 @@
#include "../World.h" #include "../World.h"
#include "../Entities/Player.h" #include "../Entities/Player.h"
#include "../MersenneTwister.h" #include "../Tracer.h"
@ -73,6 +73,13 @@ void cAggressiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
{ {
CheckEventSeePlayer(); CheckEventSeePlayer();
} }
cTracer LineOfSight(GetWorld());
if (ReachedFinalDestination() && (m_Target != NULL) && !LineOfSight.Trace(GetPosition(), (m_Target->GetPosition() - GetPosition()), (int)(m_Target->GetPosition() - GetPosition()).Length()))
{
// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
Attack(a_Dt / 1000);
}
} }
@ -81,7 +88,7 @@ void cAggressiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
void cAggressiveMonster::Attack(float a_Dt) void cAggressiveMonster::Attack(float a_Dt)
{ {
super::Attack(a_Dt); m_AttackInterval += a_Dt * m_AttackRate;
if ((m_Target != NULL) && (m_AttackInterval > 3.0)) if ((m_Target != NULL) && (m_AttackInterval > 3.0))
{ {

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@ -20,7 +20,7 @@ public:
virtual void InStateChasing(float a_Dt) override; virtual void InStateChasing(float a_Dt) override;
virtual void EventSeePlayer(cEntity *) override; virtual void EventSeePlayer(cEntity *) override;
virtual void Attack(float a_Dt) override; virtual void Attack(float a_Dt);
} ; } ;

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@ -311,9 +311,6 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
} }
} }
if (ReachedFinalDestination() && (m_Target != NULL))
Attack(a_Dt);
SetPitchAndYawFromDestination(); SetPitchAndYawFromDestination();
HandleFalling(); HandleFalling();
@ -657,17 +654,6 @@ void cMonster::InStateEscaping(float a_Dt)
// Do attack here
// a_Dt is passed so we can set attack rate
void cMonster::Attack(float a_Dt)
{
m_AttackInterval += a_Dt * m_AttackRate;
}
void cMonster::GetMonsterConfig(const AString & a_Name) void cMonster::GetMonsterConfig(const AString & a_Name)
{ {
cRoot::Get()->GetMonsterConfig()->AssignAttributes(this, a_Name); cRoot::Get()->GetMonsterConfig()->AssignAttributes(this, a_Name);

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@ -112,8 +112,6 @@ public:
virtual void InStateChasing (float a_Dt); virtual void InStateChasing (float a_Dt);
virtual void InStateEscaping(float a_Dt); virtual void InStateEscaping(float a_Dt);
virtual void Attack(float a_Dt);
int GetAttackRate() { return (int)m_AttackRate; } int GetAttackRate() { return (int)m_AttackRate; }
void SetAttackRate(float a_AttackRate) { m_AttackRate = a_AttackRate; } void SetAttackRate(float a_AttackRate) { m_AttackRate = a_AttackRate; }
void SetAttackRange(int a_AttackRange) { m_AttackRange = a_AttackRange; } void SetAttackRange(int a_AttackRange) { m_AttackRange = a_AttackRange; }