From 3586f258530aafb53ac8e1f35ab5d90f19311124 Mon Sep 17 00:00:00 2001 From: wiseoldman95 Date: Fri, 1 May 2015 20:34:24 +0300 Subject: [PATCH] AI - Better daylight handling --- src/Mobs/Monster.cpp | 24 +++++++++++++++--------- src/Mobs/Monster.h | 4 ++-- src/Mobs/Skeleton.cpp | 20 -------------------- src/Mobs/Skeleton.h | 5 ++--- src/Mobs/Zombie.cpp | 24 ------------------------ src/Mobs/Zombie.h | 8 +++----- 6 files changed, 22 insertions(+), 63 deletions(-) diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index e225ff9b1..2c557532c 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -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 ) { diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h index 43861e021..83aa583fb 100644 --- a/src/Mobs/Monster.h +++ b/src/Mobs/Monster.h @@ -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; diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp index ef049f8d4..f99404669 100644 --- a/src/Mobs/Skeleton.cpp +++ b/src/Mobs/Skeleton.cpp @@ -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(a_Dt.count()) / 1000) * m_AttackRate; diff --git a/src/Mobs/Skeleton.h b/src/Mobs/Skeleton.h index 9c49c52fb..1b6ce4bf2 100644 --- a/src/Mobs/Skeleton.h +++ b/src/Mobs/Skeleton.h @@ -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: diff --git a/src/Mobs/Zombie.cpp b/src/Mobs/Zombie.cpp index b2738050e..fa4ac855d 100644 --- a/src/Mobs/Zombie.cpp +++ b/src/Mobs/Zombie.cpp @@ -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(); - } -} - - - - diff --git a/src/Mobs/Zombie.h b/src/Mobs/Zombie.h index 809c2a6fe..47a9f1904 100644 --- a/src/Mobs/Zombie.h +++ b/src/Mobs/Zombie.h @@ -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; }