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AI - Better shade cover

This commit is contained in:
wiseoldman95 2015-05-06 16:52:37 +03:00
parent b8aa38b18d
commit 753dfb950a

View File

@ -378,7 +378,15 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
if (TickPathFinding(*Chunk))
{
if (m_BurnsInDaylight && WouldBurnAt(m_NextWayPointPosition, *Chunk->GetNeighborChunk(FloorC(m_NextWayPointPosition.x), FloorC(m_NextWayPointPosition.z))) && !IsOnFire() && (m_TicksSinceLastDamaged == 100))
/* If I burn in daylight, and I won't burn where I'm standing, and I'll burn in my next position, and at least one of those is true:
1. I am idle
2. I was not hurt by a player recently.
Then STOP. */
if (
m_BurnsInDaylight && ((m_TicksSinceLastDamaged == 100) || (m_EMState == IDLE)) &&
WouldBurnAt(m_NextWayPointPosition, *Chunk->GetNeighborChunk(FloorC(m_NextWayPointPosition.x), FloorC(m_NextWayPointPosition.z))) &&
!WouldBurnAt(GetPosition(), *Chunk->GetNeighborChunk(FloorC(GetPosition().x), FloorC(GetPosition().z)))
)
{
// 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();