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AI - Better daylight handling

This commit is contained in:
wiseoldman95 2015-05-01 20:34:24 +03:00
parent aa142757db
commit 3586f25853
6 changed files with 22 additions and 63 deletions

View File

@ -142,7 +142,7 @@ void cMonster::TickPathFinding()
case ePathFinderStatus::PATH_NOT_FOUND:
{
FinishPathFinding();
ResetPathFinding();
break;
}
@ -164,7 +164,7 @@ void cMonster::TickPathFinding()
}
if (m_Path->IsLastPoint())
{
FinishPathFinding();
ResetPathFinding();
}
break;
@ -191,7 +191,7 @@ void cMonster::MoveToPosition(const Vector3d & a_Position)
void cMonster::StopMovingToPosition()
{
m_bMovingToDestination = false;
FinishPathFinding();
ResetPathFinding();
}
@ -209,7 +209,7 @@ bool cMonster::IsCoordinateInTraversedList(Vector3i a_Coords)
/* No one should call this except the pathfinder orthe monster tick or StopMovingToPosition.
Resets the pathfinder, usually starting a brand new path, unless called from StopMovingToPosition. */
void cMonster::FinishPathFinding(void)
void cMonster::ResetPathFinding(void)
{
if (m_Path != nullptr)
{
@ -254,6 +254,7 @@ bool cMonster::ReachedFinalDestination()
void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
GET_AND_VERIFY_CURRENT_CHUNK(Chunk, POSX_TOINT, POSZ_TOINT);
if (m_Health <= 0)
{
@ -276,7 +277,8 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
// Burning in daylight
HandleDaylightBurning(a_Chunk);
bool WouldBurnRightNow = WouldBurnAt(GetPosition(), *Chunk); // cached so that we use it twice, spares some cycles.
HandleDaylightBurning(*Chunk, WouldBurnRightNow);
@ -300,7 +302,12 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
if (--m_GiveUpCounter == 0)
{
FinishPathFinding();
ResetPathFinding(); // Not to be confused with StopMovingToPosition, this just discards the current path and calculates another.
}
else if (m_BurnsInDaylight && WouldBurnAt(m_Destination, *Chunk) && !WouldBurnRightNow && (m_TicksSinceLastDamaged == 100))
{
// If we burn in daylight, and we would burn at the next step, and we won't burn where we are right now, and we weren't provoked recently:
StopMovingToPosition();
}
else
{
@ -1091,7 +1098,7 @@ void cMonster::AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel)
void cMonster::HandleDaylightBurning(cChunk & a_Chunk)
void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn)
{
if (!m_BurnsInDaylight)
{
@ -1110,7 +1117,7 @@ void cMonster::HandleDaylightBurning(cChunk & a_Chunk)
return;
}
if (WouldBurnAt(GetPosition(), a_Chunk))
if (!IsOnFire() && WouldBurn)
{
// Burn for 100 ticks, then decide again
StartBurning(100);
@ -1129,7 +1136,6 @@ bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
(a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight
(a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand
(GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime
!IsOnFire() && // Not already burning
GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining
)
{

View File

@ -208,7 +208,7 @@ protected:
This is based on the ultimate, final destination and the current position, as well as the traversed coordinates, and any environmental hazards */
void TickPathFinding(void);
/** Finishes a pathfinding task, be it due to failure or something else */
void FinishPathFinding(void);
void ResetPathFinding(void);
/** Sets the body yaw and head yaw/pitch based on next/ultimate destinations */
void SetPitchAndYawFromDestination(void);
@ -244,7 +244,7 @@ protected:
bool m_CanPickUpLoot;
int m_TicksSinceLastDamaged; // How many ticks ago we were last damaged by a player?
void HandleDaylightBurning(cChunk & a_Chunk);
void HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn);
bool WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk);
bool m_BurnsInDaylight;
double m_RelativeWalkSpeed;

View File

@ -48,26 +48,6 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
void cSkeleton::MoveToPosition(const Vector3d & a_Position)
{
// Todo use WouldBurnAt(), not sure how to obtain a chunk though...
super::MoveToPosition(a_Position); // Look at the player and update m_Destination to hit them if they're close
// If the destination is sufficiently skylight challenged AND the skeleton isn't on fire AND we weren't attacked recently then block the movement
if (
!IsOnFire() &&
(m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8) &&
m_TicksSinceLastDamaged == 100
)
{
StopMovingToPosition();
}
}
void cSkeleton::Attack(std::chrono::milliseconds a_Dt)
{
m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;

View File

@ -11,19 +11,18 @@ class cSkeleton :
public cAggressiveMonster
{
typedef cAggressiveMonster super;
public:
cSkeleton(bool IsWither);
CLASS_PROTODEF(cSkeleton)
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override;
virtual void MoveToPosition(const Vector3d & a_Position) override;
virtual void Attack(std::chrono::milliseconds a_Dt) override;
virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
virtual bool IsUndead(void) override { return true; }
bool IsWither(void) const { return m_bIsWither; }
private:

View File

@ -37,27 +37,3 @@ void cZombie::GetDrops(cItems & a_Drops, cEntity * a_Killer)
AddRandomArmorDropItem(a_Drops, LootingLevel);
AddRandomWeaponDropItem(a_Drops, LootingLevel);
}
void cZombie::MoveToPosition(const Vector3d & a_Position)
{
// Todo use WouldBurnAt(), not sure how to obtain a chunk though...
super::MoveToPosition(a_Position); // Look at the player and update m_Destination to hit them if they're close
// If the destination is sufficiently skylight challenged AND the skeleton isn't on fire AND we weren't attacked recently then block the movement
if (
!IsOnFire() &&
(m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8) &&
m_TicksSinceLastDamaged == 100
)
{
StopMovingToPosition();
}
}

View File

@ -10,17 +10,15 @@ class cZombie :
public cAggressiveMonster
{
typedef cAggressiveMonster super;
public:
cZombie(bool a_IsVillagerZombie);
CLASS_PROTODEF(cZombie)
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override;
virtual void MoveToPosition(const Vector3d & a_Position) override;
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override;
virtual bool IsUndead(void) override { return true; }
bool IsVillagerZombie(void) const { return m_IsVillagerZombie; }
bool IsConverting (void) const { return m_IsConverting; }