Improve Enderman targeting
* Fix look angle checks * Do LOS trace from eye-height
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@ -13,9 +13,10 @@
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class cPlayerLookCheck
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{
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public:
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cPlayerLookCheck(Vector3d a_EndermanPos, int a_SightDistance) :
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cPlayerLookCheck(Vector3d a_EndermanHeadPosition, int a_SightDistance) :
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m_Player(nullptr),
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m_EndermanPos(a_EndermanPos),
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m_EndermanHeadPosition(a_EndermanHeadPosition),
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m_SightDistance(a_SightDistance)
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{
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}
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@ -28,29 +29,32 @@ public:
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return false;
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}
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// Don't check players who are more than SightDistance (64) blocks away
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auto Direction = m_EndermanPos - a_Player.GetPosition();
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const auto PlayerHeadPosition = a_Player.GetPosition().addedY(a_Player.GetHeight());
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const auto Direction = m_EndermanHeadPosition - PlayerHeadPosition;
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// Don't check players who are more than SightDistance (64) blocks away:
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if (Direction.Length() > m_SightDistance)
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{
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return false;
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}
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// Don't check if the player has a pumpkin on his head
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// Don't check if the player has a pumpkin on his head:
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if (a_Player.GetEquippedHelmet().m_ItemType == E_BLOCK_PUMPKIN)
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{
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return false;
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}
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// If the player's crosshair is within 5 degrees of the enderman, it counts as looking
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auto LookVector = a_Player.GetLookVector();
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auto dot = Direction.Dot(LookVector);
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if (dot <= cos(0.09)) // 0.09 rad ~ 5 degrees
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const auto LookVector = a_Player.GetLookVector(); // Note: ||LookVector|| is always 1.
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const auto Cosine = Direction.Dot(LookVector) / Direction.Length(); // a.b / (||a|| * ||b||)
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// If the player's crosshair is within 5 degrees of the enderman, it counts as looking:
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if ((Cosine < std::cos(0.09)) || (Cosine > std::cos(0))) // 0.09 rad ~ 5 degrees
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{
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return false;
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}
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// TODO: Check if endermen are angered through water in Vanilla
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if (!cLineBlockTracer::LineOfSightTrace(*a_Player.GetWorld(), m_EndermanPos, a_Player.GetPosition(), cLineBlockTracer::losAirWater))
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if (!cLineBlockTracer::LineOfSightTrace(*a_Player.GetWorld(), m_EndermanHeadPosition, PlayerHeadPosition, cLineBlockTracer::losAirWater))
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{
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// No direct line of sight
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return false;
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@ -63,8 +67,9 @@ public:
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cPlayer * GetPlayer(void) const { return m_Player; }
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protected:
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cPlayer * m_Player;
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Vector3d m_EndermanPos;
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Vector3d m_EndermanHeadPosition;
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int m_SightDistance;
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} ;
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@ -105,7 +110,7 @@ void cEnderman::CheckEventSeePlayer(cChunk & a_Chunk)
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return;
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}
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cPlayerLookCheck Callback(GetPosition(), m_SightDistance);
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cPlayerLookCheck Callback(GetPosition().addedY(GetHeight()), m_SightDistance);
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if (m_World->ForEachPlayer(Callback))
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{
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return;
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@ -27,9 +27,6 @@ public:
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BLOCKTYPE GetCarriedBlock(void) const {return m_CarriedBlock; }
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NIBBLETYPE GetCarriedMeta(void) const {return m_CarriedMeta; }
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/** Returns if the current sky light level is sufficient for the enderman to become aggravated */
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bool CheckLight(void);
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private:
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bool m_bIsScreaming;
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