Mob bugfixes
* Mobs no longer require constant line-of-sight to a player to remain aggravated * Fixed an ASSERT * Fixed mobs jumping * Fixed Idle state not properly using AI + Added FILE_IO_PREFIX to favicon loading + Implemented #563
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@ -223,6 +223,8 @@ void cChunkGenerator::Execute(void)
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if (m_Queue.empty())
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{
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// Sometimes the queue remains empty
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// If so, we can't do any front() operations on it!
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continue;
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}
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@ -259,6 +259,17 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
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if (m_bMovingToDestination)
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{
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if (m_bOnGround)
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{
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int NextHeight = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z);
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if (DoesPosYRequireJump(NextHeight))
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{
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m_bOnGround = false;
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AddPosY(1.5); // Jump!!
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}
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}
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Vector3f Distance = m_Destination - GetPosition();
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if(!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move
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{
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@ -285,17 +296,6 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
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TickPathFinding(); // We have reached the next point in our path, calculate another point
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}
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}
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if(m_bOnGround)
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{
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int NextHeight = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z);
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if (IsNextYPosReachable(NextHeight))
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{
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m_bOnGround = false;
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SetSpeedY(5.f); // Jump!!
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}
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}
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}
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if (ReachedFinalDestination())
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@ -373,6 +373,11 @@ int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ)
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{
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int PosY = (int)floor(GetPosY());
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if (PosY < 0)
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PosY = 0;
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else if (PosY > cChunkDef::Height)
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PosY = cChunkDef::Height;
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if (!g_BlockIsSolid[m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))])
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{
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while (!g_BlockIsSolid[m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))] && (PosY > 0))
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@ -494,7 +499,7 @@ void cMonster::KilledBy(cEntity * a_Killer)
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void cMonster::CheckEventSeePlayer(void)
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{
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// TODO: Rewrite this to use cWorld's DoWithPlayers()
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cPlayer * Closest = m_World->FindClosestPlayer(GetPosition(), (float)m_SightDistance);
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cPlayer * Closest = m_World->FindClosestPlayer(GetPosition(), (float)m_SightDistance, false);
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if (Closest != NULL)
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{
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@ -548,6 +553,11 @@ void cMonster::EventLosePlayer(void)
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void cMonster::InStateIdle(float a_Dt)
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{
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if (m_bMovingToDestination)
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{
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return; // Still getting there
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}
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m_IdleInterval += a_Dt;
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if (m_IdleInterval > 1)
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@ -557,20 +567,19 @@ void cMonster::InStateIdle(float a_Dt)
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m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds
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Vector3d Dist;
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Dist.x = (double)m_World->GetTickRandomNumber(m_SightDistance * 2) - m_SightDistance;
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Dist.z = (double)m_World->GetTickRandomNumber(m_SightDistance * 2) - m_SightDistance;
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Dist.x = (double)m_World->GetTickRandomNumber(10) - 5;
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Dist.z = (double)m_World->GetTickRandomNumber(10) - 5;
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if ((Dist.SqrLength() > 2) && (rem >= 3))
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{
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m_Destination.x = GetPosX() + Dist.x;
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m_Destination.z = GetPosZ() + Dist.z;
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Vector3d Destination(GetPosX() + Dist.x, 0, GetPosZ() + Dist.z);
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int NextHeight = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z);
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int NextHeight = FindFirstNonAirBlockPosition(Destination.x, Destination.z);
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if (IsNextYPosReachable(NextHeight + 1))
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if (IsNextYPosReachable(NextHeight))
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{
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m_Destination.y = (double)NextHeight;
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MoveToPosition(m_Destination);
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Destination.y = NextHeight;
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MoveToPosition(Destination);
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}
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}
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}
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@ -168,10 +168,18 @@ protected:
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If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1
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If current Y is solid, goes up to find first nonsolid block, and returns that */
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int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
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/** Returns if a monster can actually reach a given height by jumping */
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/** Returns if a monster can actually reach a given height by jumping or walking */
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inline bool IsNextYPosReachable(int a_PosY)
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{
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return (a_PosY > (int)floor(GetPosY())) && (a_PosY == (int)floor(GetPosY()) + 1);
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return (
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(a_PosY <= (int)floor(GetPosY())) ||
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DoesPosYRequireJump(a_PosY)
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);
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}
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/** Returns if a monster can reach a given height by jumping */
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inline bool DoesPosYRequireJump(int a_PosY)
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{
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return ((a_PosY > (int)floor(GetPosY())) && (a_PosY == (int)floor(GetPosY()) + 1));
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}
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/** A semi-temporary list to store the traversed coordinates during active pathfinding so we don't visit them again */
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@ -194,7 +194,7 @@ bool cServer::InitServer(cIniFile & a_SettingsIni)
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m_PlayerCount = 0;
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m_PlayerCountDiff = 0;
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m_FaviconData = Base64Encode(cFile::ReadWholeFile("favicon.png")); // Will return empty string if file nonexistant; client doesn't mind
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m_FaviconData = Base64Encode(cFile::ReadWholeFile(FILE_IO_PREFIX + AString("favicon.png"))); // Will return empty string if file nonexistant; client doesn't mind
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if (m_bIsConnected)
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{
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@ -234,7 +234,11 @@ cWorld::cWorld(const AString & a_WorldName) :
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m_WorldName(a_WorldName),
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m_IniFileName(m_WorldName + "/world.ini"),
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m_StorageSchema("Default"),
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#ifdef _arm_
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m_StorageCompressionFactor(3),
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#else
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m_StorageCompressionFactor(6),
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#endif
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m_IsSpawnExplicitlySet(false),
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m_WorldAgeSecs(0),
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m_TimeOfDaySecs(0),
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@ -2419,7 +2423,7 @@ bool cWorld::FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCa
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// TODO: This interface is dangerous!
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cPlayer * cWorld::FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit)
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cPlayer * cWorld::FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit, bool a_CheckLineOfSight)
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{
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cTracer LineOfSight(this);
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@ -2434,7 +2438,12 @@ cPlayer * cWorld::FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit)
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if (Distance < ClosestDistance)
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{
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if (!LineOfSight.Trace(a_Pos,(Pos - a_Pos),(int)(Pos - a_Pos).Length()))
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if (a_CheckLineOfSight && !LineOfSight.Trace(a_Pos,(Pos - a_Pos),(int)(Pos - a_Pos).Length()))
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{
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ClosestDistance = Distance;
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ClosestPlayer = *itr;
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}
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else
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{
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ClosestDistance = Distance;
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ClosestPlayer = *itr;
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@ -239,7 +239,7 @@ public:
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bool FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
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// TODO: This interface is dangerous - rewrite to DoWithClosestPlayer(pos, sight, action)
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cPlayer * FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit);
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cPlayer * FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit, bool a_CheckLineOfSight = true);
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void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player
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