Monsters will now attack. Additional checks have been added when generating spawn.
Monsters will now attack. Additional checks have been added when generating spawn.
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f9991c9f92
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@ -85,7 +85,7 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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if (ReachedFinalDestination() && !LineOfSight.Trace(GetPosition(), AttackDirection, (int)AttackDirection.Length()))
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{
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// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
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Attack(a_Dt / 1000);
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Attack(a_Dt);
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}
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}
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@ -95,8 +95,7 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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void cAggressiveMonster::Attack(std::chrono::milliseconds a_Dt)
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{
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m_AttackInterval += a_Dt.count() * m_AttackRate;
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m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
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if ((m_Target == nullptr) || (m_AttackInterval < 3.0))
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{
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return;
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@ -32,7 +32,7 @@ void cBlaze::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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void cBlaze::Attack(std::chrono::milliseconds a_Dt)
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{
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m_AttackInterval += a_Dt.count() * m_AttackRate;
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m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
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if ((m_Target != nullptr) && (m_AttackInterval > 3.0))
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{
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@ -34,7 +34,7 @@ void cGhast::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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void cGhast::Attack(std::chrono::milliseconds a_Dt)
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{
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m_AttackInterval += a_Dt.count() * m_AttackRate;
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m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
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if ((m_Target != nullptr) && (m_AttackInterval > 3.0))
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{
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@ -69,8 +69,7 @@ void cSkeleton::MoveToPosition(const Vector3d & a_Position)
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void cSkeleton::Attack(std::chrono::milliseconds a_Dt)
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{
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m_AttackInterval += a_Dt.count() * m_AttackRate;
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m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
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if ((m_Target != nullptr) && (m_AttackInterval > 3.0))
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{
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// Setting this higher gives us more wiggle room for attackrate
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@ -667,18 +667,23 @@ void cWorld::Start(void)
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void cWorld::GenerateRandomSpawn(void)
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{
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LOGD("Generating random spawnpoint...");
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bool foundSpawnPoint = false;
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// Look for a spawn point at most 100 chunks away from map center:
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for (int i = 0; i < 100; i++)
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{
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EMCSBiome biome = GetBiomeAt((int)m_SpawnX, (int)m_SpawnZ);
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if (
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(biome != biOcean) && (biome != biFrozenOcean) && // The biome is acceptable (don't want a small ocean island)
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!IsBlockWaterOrIce(GetBlock((int)m_SpawnX, GetHeight((int)m_SpawnX, (int)m_SpawnZ), (int)m_SpawnZ)) // The terrain is acceptable (don't want to spawn inside a lake / river)
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)
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{
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// A good spawnpoint was found
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break;
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if (CheckPlayerSpawnPoint((int)m_SpawnX, GetHeight((int)m_SpawnX, (int)m_SpawnZ), (int)m_SpawnZ))
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{
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// A good spawnpoint was found
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foundSpawnPoint = true;
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break;
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}
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}
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// Try a neighboring chunk:
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if ((GetTickRandomNumber(4) % 2) == 0) // Randomise whether to increment X or Z coords
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@ -692,8 +697,63 @@ void cWorld::GenerateRandomSpawn(void)
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} // for i - 100*
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m_SpawnY = (double)GetHeight((int)m_SpawnX, (int)m_SpawnZ) + 1.6f; // 1.6f to accomodate player height
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if (foundSpawnPoint)
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{
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LOGINFO("Generated random spawnpoint position at {%i, %i, %i}", (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ);
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}
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else
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{
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LOGINFO("Did not find an acceptable spawnpoint. Generated a random spawnpoint position at {%i, %i, %i}", (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ);
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} // Maybe widen the search instead?
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LOGINFO("Generated random spawnpoint position {%i, %i, %i}", (int)m_SpawnX, (int)m_SpawnY, (int)m_SpawnZ);
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}
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bool cWorld::CheckPlayerSpawnPoint(int a_PosX, int a_PosY, int a_PosZ)
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{
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static const struct
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{
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int x, z;
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} Coords[] =
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{
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{ 0, 0 },
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{ -1, 0 },
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{ 1, 0 },
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{ 0, -1 },
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{ 0, 1 },
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};
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// Checking that spawnblock and surrounding blocks are air and not water/lava
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for (size_t i = 0; i < ARRAYCOUNT(Coords); i++)
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{
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BLOCKTYPE BlockType = GetBlock(a_PosX + Coords[i].x, a_PosY, a_PosZ + Coords[i].x);
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if (cBlockInfo::IsSolid(BlockType) && IsBlockLiquid(BlockType))
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{
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return false;
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}
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} // for i - Coords[]
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// Check if block below is solid
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BLOCKTYPE BlockType = GetBlock(a_PosX, a_PosY - 1, a_PosZ);
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if (!cBlockInfo::IsSolid(BlockType))
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{
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return false;
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}
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// Checking that all the blocks above the spawnpoint is air.
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for (int i = a_PosY; i < cChunkDef::Height; i++)
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{
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BLOCKTYPE BlockType = GetBlock(a_PosX, i, a_PosZ);
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if (cBlockInfo::IsSolid(BlockType))
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{
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return false;
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}
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}
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return true;
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}
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@ -1077,6 +1077,9 @@ private:
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/** <summary>Generates a random spawnpoint on solid land by walking chunks and finding their biomes</summary> */
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void GenerateRandomSpawn(void);
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/** Check if player starting point is acceptable **/
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bool CheckPlayerSpawnPoint(int a_PosX, int a_PosY, int a_PosZ);
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/** Chooses a reasonable transition from the current weather to a new weather **/
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eWeather ChooseNewWeather(void);
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