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cuberite-2a/source/Mobs/AggressiveMonster.cpp

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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "AggressiveMonster.h"
#include "../Vector3f.h"
#include "../Player.h"
#include "../MersenneTwister.h"
cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, char a_ProtocolMobType, const AString & a_SoundHurt, const AString & a_SoundDeath) :
super(a_ConfigName, a_ProtocolMobType, a_SoundHurt, a_SoundDeath),
m_ChaseTime(999999)
{
m_EMPersonality = AGGRESSIVE;
}
// What to do if in Chasing State
void cAggressiveMonster::InStateChasing(float a_Dt, MTRand & a_TickRandom)
{
super::InStateChasing(a_Dt, a_TickRandom);
m_ChaseTime += a_Dt;
if (m_Target != NULL)
{
if (m_Target->IsPlayer())
{
cPlayer * Player = (cPlayer *) m_Target;
if (Player->GetGameMode() == 1)
{
m_EMState = IDLE;
return;
}
}
Vector3f Pos = Vector3f( GetPosition() );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if ((Their - Pos).Length() <= m_AttackRange)
{
cMonster::Attack(a_Dt);
}
MoveToPosition(Their + Vector3f(0, 0.65f, 0));
}
else if (m_ChaseTime > 5.f)
{
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
void cAggressiveMonster::EventSeePlayer(cEntity * a_Entity, MTRand & a_TickRandom)
{
super::EventSeePlayer(a_Entity, a_TickRandom);
m_EMState = CHASING;
}
void cAggressiveMonster::Tick(float a_Dt, MTRand & a_TickRandom)
{
super::Tick(a_Dt, a_TickRandom);
m_SeePlayerInterval += a_Dt;
if (m_SeePlayerInterval > 1)
{
int rem = a_TickRandom.randInt() % 3 + 1; // Check most of the time but miss occasionally
m_SeePlayerInterval = 0.0;
if (rem >= 2)
{
if (m_EMState == CHASING)
{
CheckEventLostPlayer(a_TickRandom);
}
else
{
CheckEventSeePlayer(a_TickRandom);
}
}
}
}