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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"
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#include "../Tracer.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 are in creative gamemode
if (a_Player->IsGameModeCreative())
{
return false;
}
Vector3d Direction = m_EndermanPos - a_Player->GetPosition();
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// Don't check players who are more then SightDistance (64) blocks away
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;
}
Vector3d LookVector = a_Player->GetLookVector();
double dot = Direction.Dot(LookVector);
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// 0.09 rad ~ 5 degrees
// If the player's crosshair is within 5 degrees of the enderman, it counts as looking
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if (dot <= cos(0.09))
{
return false;
}
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cTracer LineOfSight(a_Player->GetWorld());
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if (LineOfSight.Trace(m_EndermanPos, Direction, static_cast<int>(Direction.Length())))
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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, "mob.endermen.hit", "mob.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);
}
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void cEnderman::CheckEventSeePlayer()
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{
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if (m_Target != 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;
}
if (!Callback.GetPlayer()->IsGameModeCreative())
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{
cMonster::EventSeePlayer(Callback.GetPlayer());
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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);
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// TODO take damage in rain
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// Take damage when touching water, drowning damage seems to be most appropriate
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if (IsSwimming())
{
EventLosePlayer();
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TakeDamage(dtDrowning, nullptr, 1, 0);
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// TODO teleport to a safe location
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}
}