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cuberite-2a/src/Mobs/Enderman.cpp

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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Enderman.h"
#include "../Entities/Player.h"
#include "../LineBlockTracer.h"
////////////////////////////////////////////////////////////////////////////////
// cPlayerLookCheck
class cPlayerLookCheck :
public cPlayerListCallback
{
public:
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cPlayerLookCheck(Vector3d a_EndermanPos, int a_SightDistance) :
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m_Player(nullptr),
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m_EndermanPos(a_EndermanPos),
m_SightDistance(a_SightDistance)
{
}
virtual bool Item(cPlayer * a_Player) override
{
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// Don't check players who cannot be targeted
if (!a_Player->CanMobsTarget())
{
return false;
}
// Don't check players who are more than SightDistance (64) blocks away
auto Direction = m_EndermanPos - a_Player->GetPosition();
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if (Direction.Length() > m_SightDistance)
{
return false;
}
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// Don't check if the player has a pumpkin on his head
if (a_Player->GetEquippedHelmet().m_ItemType == E_BLOCK_PUMPKIN)
{
return false;
}
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// If the player's crosshair is within 5 degrees of the enderman, it counts as looking
auto LookVector = a_Player->GetLookVector();
auto dot = Direction.Dot(LookVector);
if (dot <= cos(0.09)) // 0.09 rad ~ 5 degrees
{
return false;
}
// TODO: Check if endermen are angered through water in Vanilla
if (!cLineBlockTracer::LineOfSightTrace(*a_Player->GetWorld(), m_EndermanPos, a_Player->GetPosition(), cLineBlockTracer::losAirWater))
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{
// No direct line of sight
return false;
}
m_Player = a_Player;
return true;
}
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cPlayer * GetPlayer(void) const { return m_Player; }
protected:
cPlayer * m_Player;
Vector3d m_EndermanPos;
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int m_SightDistance;
} ;
cEnderman::cEnderman(void) :
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super("Enderman", mtEnderman, "entity.endermen.hurt", "entity.endermen.death", 0.5, 2.9),
m_bIsScreaming(false),
CarriedBlock(E_BLOCK_AIR),
CarriedMeta(0)
{
}
void cEnderman::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
unsigned int LootingLevel = 0;
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if (a_Killer != nullptr)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_ENDER_PEARL);
}
void cEnderman::CheckEventSeePlayer(cChunk & a_Chunk)
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{
if (GetTarget() != nullptr)
{
return;
}
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cPlayerLookCheck Callback(GetPosition(), m_SightDistance);
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if (m_World->ForEachPlayer(Callback))
{
return;
}
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ASSERT(Callback.GetPlayer() != nullptr);
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if (!CheckLight())
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{
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// Insufficient light for enderman to become aggravated
// TODO: Teleport to a suitable location
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return;
}
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if (!Callback.GetPlayer()->CanMobsTarget())
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{
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return;
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}
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// Target the player
cMonster::EventSeePlayer(Callback.GetPlayer(), a_Chunk);
m_EMState = CHASING;
m_bIsScreaming = true;
GetWorld()->BroadcastEntityMetadata(*this);
}
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void cEnderman::CheckEventLostPlayer(void)
{
super::CheckEventLostPlayer();
if (!CheckLight())
{
EventLosePlayer();
}
}
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void cEnderman::EventLosePlayer()
{
super::EventLosePlayer();
m_bIsScreaming = false;
GetWorld()->BroadcastEntityMetadata(*this);
}
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bool cEnderman::CheckLight()
{
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(POSX_TOINT, POSZ_TOINT, ChunkX, ChunkZ);
// Check if the chunk the enderman is in is lit
if (!m_World->IsChunkLighted(ChunkX, ChunkZ))
{
m_World->QueueLightChunk(ChunkX, ChunkZ);
return true;
}
// Enderman only attack if the skylight is lower or equal to 8
if (m_World->GetBlockSkyLight(POSX_TOINT, POSY_TOINT, POSZ_TOINT) - GetWorld()->GetSkyDarkness() > 8)
{
return false;
}
return true;
}
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void cEnderman::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
super::Tick(a_Dt, a_Chunk);
if (!IsTicking())
{
// The base class tick destroyed us
return;
}
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// Take damage when touching water, drowning damage seems to be most appropriate
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if (CheckRain() || IsSwimming())
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{
EventLosePlayer();
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TakeDamage(dtDrowning, nullptr, 1, 0);
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// TODO teleport to a safe location
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}
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}
bool cEnderman::CheckRain(void)
{
if (!GetWorld()->IsWeatherRain())
{
return false;
}
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Vector3d coords = GetPosition();
for (int Y = static_cast<int>(coords.y); Y < cChunkDef::Height; ++Y)
{
BLOCKTYPE Block = m_World->GetBlock(static_cast<int>(coords.x), Y, static_cast<int>(coords.z));
if (Block != E_BLOCK_AIR)
{
return false;
}
}
return true;
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}
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