1
0
cuberite-2a/src/Mobs/Enderman.cpp

208 lines
4.0 KiB
C++
Raw Normal View History

#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:
2014-08-01 17:05:40 -04:00
cPlayerLookCheck(Vector3d a_EndermanPos, int a_SightDistance) :
2014-10-20 16:55:07 -04:00
m_Player(nullptr),
2014-08-01 17:05:40 -04:00
m_EndermanPos(a_EndermanPos),
m_SightDistance(a_SightDistance)
{
}
bool operator () (cPlayer & a_Player)
{
2016-10-12 08:38:45 -04:00
// 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();
2014-08-01 17:05:40 -04:00
if (Direction.Length() > m_SightDistance)
{
return false;
}
2014-07-31 13:17:21 -04:00
// Don't check if the player has a pumpkin on his head
if (a_Player.GetEquippedHelmet().m_ItemType == E_BLOCK_PUMPKIN)
{
return false;
}
2014-07-31 13:17:21 -04:00
// 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))
2014-06-04 04:19:55 -04:00
{
// No direct line of sight
return false;
}
m_Player = &a_Player;
return true;
}
2014-06-04 04:19:55 -04:00
cPlayer * GetPlayer(void) const { return m_Player; }
protected:
cPlayer * m_Player;
Vector3d m_EndermanPos;
2014-08-01 17:05:40 -04:00
int m_SightDistance;
} ;
cEnderman::cEnderman(void) :
2017-02-15 00:05:24 -05:00
super("Enderman", mtEnderman, "entity.endermen.hurt", "entity.endermen.death", 0.5, 2.9),
m_bIsScreaming(false),
m_CarriedBlock(E_BLOCK_AIR),
m_CarriedMeta(0)
{
}
void cEnderman::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
unsigned int LootingLevel = 0;
2014-10-20 16:55:07 -04:00
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)
2014-08-03 15:31:04 -04:00
{
if (GetTarget() != nullptr)
{
return;
}
2014-08-01 17:05:40 -04:00
cPlayerLookCheck Callback(GetPosition(), m_SightDistance);
2014-06-04 04:19:55 -04:00
if (m_World->ForEachPlayer(Callback))
{
return;
}
2014-10-20 16:55:07 -04:00
ASSERT(Callback.GetPlayer() != nullptr);
2014-08-01 17:05:40 -04:00
if (!CheckLight())
2014-07-30 13:18:11 -04:00
{
2014-08-01 17:05:40 -04:00
// Insufficient light for enderman to become aggravated
// TODO: Teleport to a suitable location
2014-07-30 13:18:11 -04:00
return;
}
2016-10-12 08:38:45 -04:00
if (!Callback.GetPlayer()->CanMobsTarget())
2014-06-04 04:19:55 -04:00
{
2016-10-12 08:38:45 -04:00
return;
2014-06-04 04:19:55 -04:00
}
2016-10-12 08:38:45 -04:00
// Target the player
cMonster::EventSeePlayer(Callback.GetPlayer(), a_Chunk);
m_EMState = CHASING;
m_bIsScreaming = true;
GetWorld()->BroadcastEntityMetadata(*this);
}
2014-08-01 17:05:40 -04:00
void cEnderman::CheckEventLostPlayer(void)
{
super::CheckEventLostPlayer();
if (!CheckLight())
{
EventLosePlayer();
}
}
2014-06-04 04:19:55 -04:00
void cEnderman::EventLosePlayer()
{
super::EventLosePlayer();
m_bIsScreaming = false;
GetWorld()->BroadcastEntityMetadata(*this);
}
2014-08-01 17:05:40 -04:00
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;
}
2014-09-28 16:56:41 -04:00
void cEnderman::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
2014-09-28 16:56:41 -04:00
{
super::Tick(a_Dt, a_Chunk);
if (!IsTicking())
{
// The base class tick destroyed us
return;
}
2014-09-28 16:56:41 -04:00
// Take damage when wet, drowning damage seems to be most appropriate
if (
cChunkDef::IsValidHeight(POSY_TOINT) &&
(GetWorld()->IsWeatherWetAtXYZ(GetPosition().Floor()) || IsInWater())
)
2014-09-28 16:56:41 -04:00
{
EventLosePlayer();
2014-10-20 16:55:07 -04:00
TakeDamage(dtDrowning, nullptr, 1, 0);
2014-09-28 22:27:53 -04:00
// TODO teleport to a safe location
2014-09-28 16:56:41 -04:00
}
2017-06-28 04:56:50 -04:00
}