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Large reworking of mob code [SEE DESC]

+ Implemented better pathfinding
- Removed lots of unused variables, functions, etc.
* Changed some variable types
* Other miscellaneous fixes, and also completes the previous PRs
This commit is contained in:
Tiger Wang 2014-01-24 19:57:32 +00:00
parent 161a1c7274
commit 9c0e3615ce
7 changed files with 336 additions and 244 deletions

View File

@ -4,7 +4,6 @@
#include "AggressiveMonster.h"
#include "../World.h"
#include "../Vector3f.h"
#include "../Entities/Player.h"
#include "../MersenneTwister.h"
@ -13,8 +12,7 @@
cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height),
m_ChaseTime(999999)
super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height)
{
m_EMPersonality = AGGRESSIVE;
}
@ -27,32 +25,23 @@ cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eType a_Mob
void cAggressiveMonster::InStateChasing(float a_Dt)
{
super::InStateChasing(a_Dt);
m_ChaseTime += a_Dt;
if (m_Target != NULL)
{
if (m_Target->IsPlayer())
{
cPlayer * Player = (cPlayer *) m_Target;
if (Player->IsGameModeCreative())
if (((cPlayer *)m_Target)->IsGameModeCreative())
{
m_EMState = IDLE;
return;
}
}
Vector3f Pos = Vector3f( GetPosition() );
Vector3f Their = Vector3f( m_Target->GetPosition() );
if ((Their - Pos).Length() <= m_AttackRange)
if (((float)m_FinalDestination.x != (float)m_Target->GetPosX()) || ((float)m_FinalDestination.z != (float)m_Target->GetPosZ()))
{
Attack(a_Dt);
MoveToPosition(m_Target->GetPosition());
}
MoveToPosition(Their + Vector3f(0, 0.65f, 0));
}
else if (m_ChaseTime > 5.f)
{
m_ChaseTime = 0;
m_EMState = IDLE;
}
}
@ -62,7 +51,10 @@ void cAggressiveMonster::InStateChasing(float a_Dt)
void cAggressiveMonster::EventSeePlayer(cEntity * a_Entity)
{
super::EventSeePlayer(a_Entity);
m_EMState = CHASING;
if (!((cPlayer *)a_Entity)->IsGameModeCreative())
{
m_EMState = CHASING;
}
}
@ -73,25 +65,32 @@ void cAggressiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
m_SeePlayerInterval += a_Dt;
if (m_SeePlayerInterval > 1)
if (m_EMState == CHASING)
{
int rem = m_World->GetTickRandomNumber(3) + 1; // Check most of the time but miss occasionally
m_SeePlayerInterval = 0.0;
if (rem >= 2)
{
if (m_EMState == CHASING)
{
CheckEventLostPlayer();
}
else
{
CheckEventSeePlayer();
}
}
CheckEventLostPlayer();
}
else
{
CheckEventSeePlayer();
}
}
void cAggressiveMonster::Attack(float a_Dt)
{
super::Attack(a_Dt);
if ((m_Target != NULL) && (m_AttackInterval > 3.0))
{
// Setting this higher gives us more wiggle room for attackrate
m_AttackInterval = 0.0;
m_Target->TakeDamage(dtMobAttack, this, m_AttackDamage, 0);
}
}

View File

@ -13,16 +13,15 @@ class cAggressiveMonster :
typedef cMonster super;
public:
cAggressiveMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
virtual void Tick (float a_Dt, cChunk & a_Chunk) override;
virtual void InStateChasing(float a_Dt) override;
virtual void EventSeePlayer(cEntity *) override;
virtual void Attack(float a_Dt) override;
protected:
float m_ChaseTime;
} ;

View File

@ -8,13 +8,9 @@
#include "../World.h"
#include "../Entities/Player.h"
#include "../Entities/ExpOrb.h"
#include "../Defines.h"
#include "../MonsterConfig.h"
#include "../MersenneTwister.h"
#include "../Vector3f.h"
#include "../Vector3i.h"
#include "../Vector3d.h"
#include "../Tracer.h"
#include "../Chunk.h"
#include "../FastRandom.h"
@ -81,11 +77,9 @@ cMonster::cMonster(const AString & a_ConfigName, eType a_MobType, const AString
, m_bMovingToDestination(false)
, m_DestinationTime( 0 )
, m_DestroyTimer( 0 )
, m_Jump(0)
, m_MobType(a_MobType)
, m_SoundHurt(a_SoundHurt)
, m_SoundDeath(a_SoundDeath)
, m_SeePlayerInterval (0)
, m_AttackDamage(1.0f)
, m_AttackRange(2.0f)
, m_AttackInterval(0)
@ -110,11 +104,105 @@ void cMonster::SpawnOn(cClientHandle & a_Client)
void cMonster::MoveToPosition( const Vector3f & a_Position )
void cMonster::TickPathFinding()
{
m_bMovingToDestination = true;
int PosX = (int)floor(GetPosX());
int PosY = (int)floor(GetPosY());
int PosZ = (int)floor(GetPosZ());
m_Destination = a_Position;
m_FinalDestination.y = (double)FindFirstNonAirBlockPosition(m_FinalDestination.x, m_FinalDestination.z);
std::vector<Vector3d> m_PotentialCoordinates;
m_TraversedCoordinates.push_back(Vector3i(PosX, PosY, PosZ));
static const struct // Define which directions the torch can power
{
int x, z;
} gCrossCoords[] =
{
{ 1, 0},
{-1, 0},
{ 0, 1},
{ 0,-1},
} ;
for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
{
if ((gCrossCoords[i].x + PosX == PosX) && (gCrossCoords[i].z + PosZ == PosZ))
{
continue;
}
if (IsCoordinateInTraversedList(Vector3i(gCrossCoords[i].x + PosX, PosY, gCrossCoords[i].z + PosZ)))
{
continue;
}
BLOCKTYPE BlockAtY = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY, gCrossCoords[i].z + PosZ);
BLOCKTYPE BlockAtYP = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY + 1, gCrossCoords[i].z + PosZ);
BLOCKTYPE BlockAtYPP = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY + 2, gCrossCoords[i].z + PosZ);
BLOCKTYPE BlockAtYM = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY - 1, gCrossCoords[i].z + PosZ);
if (!g_BlockIsSolid[BlockAtY] && !g_BlockIsSolid[BlockAtYP] && !IsBlockLava(BlockAtYM))
{
m_PotentialCoordinates.push_back(Vector3d((gCrossCoords[i].x + PosX), PosY, gCrossCoords[i].z + PosZ));
}
else if (g_BlockIsSolid[BlockAtY] && !g_BlockIsSolid[BlockAtYP] && !g_BlockIsSolid[BlockAtYPP] && !IsBlockLava(BlockAtYM))
{
m_PotentialCoordinates.push_back(Vector3d((gCrossCoords[i].x + PosX), PosY + 1, gCrossCoords[i].z + PosZ));
}
}
if (!m_PotentialCoordinates.empty())
{
Vector3f ShortestCoords = m_PotentialCoordinates.front();
for (std::vector<Vector3d>::const_iterator itr = m_PotentialCoordinates.begin(); itr != m_PotentialCoordinates.end(); ++itr)
{
Vector3f Distance = m_FinalDestination - ShortestCoords;
Vector3f Distance2 = m_FinalDestination - *itr;
if (Distance.SqrLength() > Distance2.SqrLength())
{
ShortestCoords = *itr;
}
}
m_Destination = ShortestCoords;
m_Destination.z += 0.5f;
m_Destination.x += 0.5f;
}
else
{
FinishPathFinding();
}
}
void cMonster::MoveToPosition(const Vector3f & a_Position)
{
FinishPathFinding();
m_FinalDestination = a_Position;
m_bMovingToDestination = true;
TickPathFinding();
}
bool cMonster::IsCoordinateInTraversedList(Vector3i a_Coords)
{
for (std::vector<Vector3i>::const_iterator itr = m_TraversedCoordinates.begin(); itr != m_TraversedCoordinates.end(); ++itr)
{
if (itr->Equals(a_Coords))
{
return true;
}
}
return false;
}
@ -123,9 +211,10 @@ void cMonster::MoveToPosition( const Vector3f & a_Position )
bool cMonster::ReachedDestination()
{
Vector3f Distance = (m_Destination) - GetPosition();
if( Distance.SqrLength() < 2.f )
if ((m_Destination - GetPosition()).Length() < 0.5f)
{
return true;
}
return false;
}
@ -133,6 +222,19 @@ bool cMonster::ReachedDestination()
bool cMonster::ReachedFinalDestination()
{
if ((GetPosition() - m_FinalDestination).Length() <= m_AttackRange)
{
return true;
}
return false;
}
void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
{
@ -151,23 +253,19 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
// Burning in daylight
HandleDaylightBurning(a_Chunk);
HandlePhysics(a_Dt,a_Chunk);
BroadcastMovementUpdate();
a_Dt /= 1000;
if (m_bMovingToDestination)
{
Vector3f Pos( GetPosition() );
Vector3f Distance = m_Destination - Pos;
if( !ReachedDestination() )
Vector3f Distance = m_Destination - GetPosition();
if(!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move
{
Distance.y = 0;
Distance.Normalize();
Distance *= 3;
SetSpeedX( Distance.x );
SetSpeedZ( Distance.z );
SetSpeedX(Distance.x);
SetSpeedZ(Distance.z);
if (m_EMState == ESCAPING)
{ //Runs Faster when escaping :D otherwise they just walk away
@ -177,40 +275,32 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
}
else
{
m_bMovingToDestination = false;
if (ReachedFinalDestination()) // If we have reached the ultimate, final destination, stop pathfinding and attack if appropriate
{
FinishPathFinding();
}
else
{
TickPathFinding(); // We have reached the next point in our path, calculate another point
}
}
if( GetSpeed().SqrLength() > 0.f )
if(m_bOnGround)
{
if( m_bOnGround )
int NextHeight = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z);
if (IsNextYPosReachable(NextHeight))
{
Vector3f NormSpeed = Vector3f(GetSpeed()).NormalizeCopy();
Vector3f NextBlock = Vector3f( GetPosition() ) + NormSpeed;
int NextHeight;
if (!m_World->TryGetHeight((int)NextBlock.x, (int)NextBlock.z, NextHeight))
{
// The chunk at NextBlock is not loaded
return;
}
if( NextHeight > (GetPosY() - 1.0) && (NextHeight - GetPosY()) < 2.5 )
{
m_bOnGround = false;
SetSpeedY(5.f); // Jump!!
}
m_bOnGround = false;
SetSpeedY(5.f); // Jump!!
}
}
}
Vector3d Distance = m_Destination - GetPosition();
if (Distance.SqrLength() > 0.1f)
{
double Rotation, Pitch;
Distance.Normalize();
VectorToEuler( Distance.x, Distance.y, Distance.z, Rotation, Pitch );
SetHeadYaw (Rotation);
SetYaw( Rotation );
SetPitch( -Pitch );
}
if (ReachedFinalDestination())
Attack(a_Dt);
SetPitchAndYawFromDestination();
switch (m_EMState)
{
@ -219,21 +309,87 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
// If enemy passive we ignore checks for player visibility
InStateIdle(a_Dt);
break;
}
}
case CHASING:
{
// If we do not see a player anymore skip chasing action
InStateChasing(a_Dt);
break;
}
}
case ESCAPING:
{
InStateEscaping(a_Dt);
break;
}
} // switch (m_EMState)
BroadcastMovementUpdate();
}
void cMonster::SetPitchAndYawFromDestination()
{
Vector3d FinalDestination = m_FinalDestination;
if (m_Target != NULL)
{
if (m_Target->IsPlayer())
{
FinalDestination.y = ((cPlayer *)m_Target)->GetStance();
}
else
{
FinalDestination.y = GetHeight();
}
}
Vector3d Distance = FinalDestination - GetPosition();
if (Distance.SqrLength() > 0.1f)
{
{
double Rotation, Pitch;
Distance.Normalize();
VectorToEuler(Distance.x, Distance.y, Distance.z, Rotation, Pitch);
SetHeadYaw(Rotation);
SetPitch(-Pitch);
}
{
Vector3d BodyDistance = m_Destination - GetPosition();
double Rotation, Pitch;
Distance.Normalize();
VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch);
SetYaw(Rotation);
}
}
}
int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ)
{
int PosY = (int)floor(GetPosY());
if (!g_BlockIsSolid[m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))])
{
while (!g_BlockIsSolid[m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))] && (PosY > 0))
{
PosY--;
}
return PosY + 1;
}
else
{
while (g_BlockIsSolid[m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))] && (PosY < cChunkDef::Height))
{
PosY++;
}
return PosY;
}
}
@ -244,11 +400,13 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
void cMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
{
super::DoTakeDamage(a_TDI);
if((m_SoundHurt != "") && (m_Health > 0)) m_World->BroadcastSoundEffect(m_SoundHurt, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f);
if((m_SoundHurt != "") && (m_Health > 0))
m_World->BroadcastSoundEffect(m_SoundHurt, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f);
if (a_TDI.Attacker != NULL)
{
m_Target = a_TDI.Attacker;
AddReference(m_Target);
}
}
@ -330,55 +488,12 @@ void cMonster::KilledBy(cEntity * a_Killer)
//----State Logic
const char *cMonster::GetState()
{
switch(m_EMState)
{
case IDLE: return "Idle";
case ATTACKING: return "Attacking";
case CHASING: return "Chasing";
default: return "Unknown";
}
}
// for debugging
void cMonster::SetState(const AString & a_State)
{
if (a_State.compare("Idle") == 0)
{
m_EMState = IDLE;
}
else if (a_State.compare("Attacking") == 0)
{
m_EMState = ATTACKING;
}
else if (a_State.compare("Chasing") == 0)
{
m_EMState = CHASING;
}
else
{
LOGD("cMonster::SetState(): Invalid state");
ASSERT(!"Invalid state");
}
}
//Checks to see if EventSeePlayer should be fired
//monster sez: Do I see the player
void cMonster::CheckEventSeePlayer(void)
{
// TODO: Rewrite this to use cWorld's DoWithPlayers()
cPlayer * Closest = FindClosestPlayer();
cPlayer * Closest = m_World->FindClosestPlayer(GetPosition(), m_SightDistance);
if (Closest != NULL)
{
@ -398,7 +513,10 @@ void cMonster::CheckEventLostPlayer(void)
if (m_Target != NULL)
{
pos = m_Target->GetPosition();
if ((pos - GetPosition()).Length() > m_SightDistance || LineOfSight.Trace(GetPosition(),(pos - GetPosition()), (int)(pos - GetPosition()).Length()))
if (
((pos - GetPosition()).Length() > m_SightDistance) ||
LineOfSight.Trace(Vector3d(GetPosX(), GetPosY() + 1, GetPosZ()), (pos - GetPosition()), (int)(pos - GetPosition()).Length())
)
{
EventLosePlayer();
}
@ -418,7 +536,6 @@ void cMonster::CheckEventLostPlayer(void)
void cMonster::EventSeePlayer(cEntity * a_SeenPlayer)
{
m_Target = a_SeenPlayer;
AddReference(m_Target);
}
@ -427,7 +544,6 @@ void cMonster::EventSeePlayer(cEntity * a_SeenPlayer)
void cMonster::EventLosePlayer(void)
{
Dereference(m_Target);
m_Target = NULL;
m_EMState = IDLE;
}
@ -436,27 +552,30 @@ void cMonster::EventLosePlayer(void)
// What to do if in Idle State
void cMonster::InStateIdle(float a_Dt)
{
m_IdleInterval += a_Dt;
if (m_IdleInterval > 1)
{
// at this interval the results are predictable
// At this interval the results are predictable
int rem = m_World->GetTickRandomNumber(6) + 1;
// LOGD("Moving: int: %3.3f rem: %i",idle_interval,rem);
m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds
Vector3f Dist;
Dist.x = (float)(m_World->GetTickRandomNumber(10) - 5);
Dist.z = (float)(m_World->GetTickRandomNumber(10) - 5);
m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds
Vector3d Dist;
Dist.x = (double)m_World->GetTickRandomNumber(m_SightDistance * 2) - m_SightDistance;
Dist.z = (double)m_World->GetTickRandomNumber(m_SightDistance * 2) - m_SightDistance;
if ((Dist.SqrLength() > 2) && (rem >= 3))
{
m_Destination.x = (float)(GetPosX() + Dist.x);
m_Destination.z = (float)(GetPosZ() + Dist.z);
int PosY;
if (m_World->TryGetHeight((int)m_Destination.x, (int)m_Destination.z, PosY))
m_Destination.x = GetPosX() + Dist.x;
m_Destination.z = GetPosZ() + Dist.z;
int NextHeight = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z);
if (IsNextYPosReachable(NextHeight + 1))
{
m_Destination.y = (float)PosY + 1.2f;
m_Destination.y = (double)NextHeight;
MoveToPosition(m_Destination);
}
}
@ -505,22 +624,6 @@ void cMonster::InStateEscaping(float a_Dt)
void cMonster::Attack(float a_Dt)
{
m_AttackInterval += a_Dt * m_AttackRate;
if ((m_Target != NULL) && (m_AttackInterval > 3.0))
{
// Setting this higher gives us more wiggle room for attackrate
m_AttackInterval = 0.0;
((cPawn *)m_Target)->TakeDamage(*this);
}
}
// Checks for Players close by and if they are visible return the closest
cPlayer * cMonster::FindClosestPlayer(void)
{
return m_World->FindClosestPlayer(GetPosition(), m_SightDistance);
}
@ -536,42 +639,6 @@ void cMonster::GetMonsterConfig(const AString & a_Name)
void cMonster::SetAttackRate(int ar)
{
m_AttackRate = (float)ar;
}
void cMonster::SetAttackRange(float ar)
{
m_AttackRange = ar;
}
void cMonster::SetAttackDamage(float ad)
{
m_AttackDamage = ad;
}
void cMonster::SetSightDistance(float sd)
{
m_SightDistance = sd;
}
AString cMonster::MobTypeToString(cMonster::eType a_MobType)
{
// Mob types aren't sorted, so we need to search linearly:
@ -635,6 +702,8 @@ cMonster::eType cMonster::StringToMobType(const AString & a_Name)
cMonster::eFamily cMonster::FamilyFromType(eType a_Type)
{
// Passive-agressive mobs are counted in mob spawning code as passive
switch (a_Type)
{
case mtBat: return mfAmbient;
@ -699,7 +768,7 @@ cMonster * cMonster::NewMonsterFromType(cMonster::eType a_MobType)
case mtMagmaCube:
case mtSlime:
{
toReturn = new cSlime (Random.NextInt(2) + 1);
toReturn = new cSlime(Random.NextInt(2) + 1);
break;
}
case mtSkeleton:
@ -803,6 +872,13 @@ void cMonster::HandleDaylightBurning(cChunk & a_Chunk)
int RelX = (int)floor(GetPosX()) - GetChunkX() * cChunkDef::Width;
int RelZ = (int)floor(GetPosZ()) - GetChunkZ() * cChunkDef::Width;
if (!a_Chunk.IsLightValid())
{
m_World->QueueLightChunk(GetChunkX(), GetChunkZ());
return;
}
if (
(a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight
(a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand

View File

@ -10,7 +10,6 @@
class Vector3f;
class cClientHandle;
class cWorld;
@ -74,8 +73,6 @@ public:
enum MState{ATTACKING, IDLE, CHASING, ESCAPING} m_EMState;
enum MPersonality{PASSIVE,AGGRESSIVE,COWARDLY} m_EMPersonality;
float m_SightDistance;
/** Creates the mob object.
* If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig()
* a_MobType is the type of the mob (also used in the protocol ( http://wiki.vg/Entities#Mobs , 2012_12_22))
@ -100,14 +97,9 @@ public:
eType GetMobType(void) const {return m_MobType; }
eFamily GetMobFamily(void) const;
// tolua_end
const char * GetState();
void SetState(const AString & str);
virtual void CheckEventSeePlayer(void);
virtual void EventSeePlayer(cEntity * a_Player);
virtual cPlayer * FindClosestPlayer(); // non static is easier. also virtual so other mobs can implement their own searching algo
/// Reads the monster configuration for the specified monster name and assigns it to this object.
void GetMonsterConfig(const AString & a_Name);
@ -121,11 +113,11 @@ public:
virtual void Attack(float a_Dt);
int GetAttackRate(){return (int)m_AttackRate;}
void SetAttackRate(int ar);
void SetAttackRange(float ar);
void SetAttackDamage(float ad);
void SetSightDistance(float sd);
int GetAttackRate() { return (int)m_AttackRate; }
void SetAttackRate(float a_AttackRate) { m_AttackRate = a_AttackRate; }
void SetAttackRange(int a_AttackRange) { m_AttackRange = a_AttackRange; }
void SetAttackDamage(int a_AttackDamage) { m_AttackDamage = a_AttackDamage; }
void SetSightDistance(int a_SightDistance) { m_SightDistance = a_SightDistance; }
/// Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick
void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; }
@ -159,34 +151,72 @@ public:
protected:
/* ======= PATHFINDING ======= */
/** A pointer to the entity this mobile is aiming to reach */
cEntity * m_Target;
/** Coordinates of the next position that should be reached */
Vector3d m_Destination;
/** Coordinates for the ultimate, final destination. */
Vector3d m_FinalDestination;
/** Returns if the ultimate, final destination has been reached */
bool ReachedFinalDestination(void);
/** Stores if mobile is currently moving towards the ultimate, final destination */
bool m_bMovingToDestination;
/** Finds the first non-air block position (not the highest, as cWorld::GetHeight does)
If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1
If current Y is solid, goes up to find first nonsolid block, and returns that */
int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
/** A semi-temporary list to store the traversed coordinates during active pathfinding so we don't visit them again */
std::vector<Vector3i> m_TraversedCoordinates;
/** Returns if coordinate is in the traversed list */
bool IsCoordinateInTraversedList(Vector3i a_Coords);
/** Finds the next place to go
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 */
inline void FinishPathFinding(void)
{
m_TraversedCoordinates.clear();
m_bMovingToDestination = false;
}
/** Sets the body yaw and head yaw/pitch based on next/ultimate destinations */
void SetPitchAndYawFromDestination(void);
/* ===========================*/
float m_AttackRate;
float m_IdleInterval;
Vector3f m_Destination;
bool m_bMovingToDestination;
bool m_bPassiveAggressive;
float m_DestinationTime;
float m_DestroyTimer;
float m_Jump;
eType m_MobType;
AString m_SoundHurt;
AString m_SoundDeath;
float m_SeePlayerInterval;
float m_AttackDamage;
float m_AttackRange;
int m_AttackDamage;
int m_AttackRange;
float m_AttackInterval;
int m_SightDistance;
bool m_BurnsInDaylight;
void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
void HandleDaylightBurning(cChunk & a_Chunk);
inline bool IsNextYPosReachable(int a_PosY)
{
return (a_PosY > (int)floor(GetPosY())) && (a_PosY == (int)floor(GetPosY()) + 1);
}
} ; // tolua_export

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@ -2,7 +2,6 @@
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "PassiveMonster.h"
#include "../MersenneTwister.h"
#include "../World.h"
@ -36,20 +35,9 @@ void cPassiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
m_SeePlayerInterval += a_Dt;
if (m_SeePlayerInterval > 1) // Check every second
if (m_EMState == ESCAPING)
{
int rem = m_World->GetTickRandomNumber(3) + 1; // Check most of the time but miss occasionally
m_SeePlayerInterval = 0.0;
if (rem >= 2)
{
if (m_EMState == ESCAPING)
{
CheckEventLostPlayer();
}
}
CheckEventLostPlayer();
}
}

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@ -108,7 +108,7 @@ void cWolf::Tick(float a_Dt, cChunk & a_Chunk)
m_bMovingToDestination = false;
}
cPlayer * a_Closest_Player = FindClosestPlayer();
cPlayer * a_Closest_Player = m_World->FindClosestPlayer(GetPosition(), m_SightDistance);
if (a_Closest_Player != NULL)
{
switch (a_Closest_Player->GetEquippedItem().m_ItemType)

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@ -12,9 +12,9 @@
struct cMonsterConfig::sAttributesStruct
{
AString m_Name;
double m_SightDistance;
double m_AttackDamage;
double m_AttackRange;
int m_SightDistance;
int m_AttackDamage;
int m_AttackRange;
double m_AttackRate;
int m_MaxHealth;
};
@ -67,9 +67,9 @@ void cMonsterConfig::Initialize()
sAttributesStruct Attributes;
AString Name = MonstersIniFile.GetKeyName(i);
Attributes.m_Name = Name;
Attributes.m_AttackDamage = MonstersIniFile.GetValueF(Name, "AttackDamage", 0);
Attributes.m_AttackRange = MonstersIniFile.GetValueF(Name, "AttackRange", 0);
Attributes.m_SightDistance = MonstersIniFile.GetValueF(Name, "SightDistance", 0);
Attributes.m_AttackDamage = MonstersIniFile.GetValueI(Name, "AttackDamage", 0);
Attributes.m_AttackRange = MonstersIniFile.GetValueI(Name, "AttackRange", 0);
Attributes.m_SightDistance = MonstersIniFile.GetValueI(Name, "SightDistance", 0);
Attributes.m_AttackRate = MonstersIniFile.GetValueF(Name, "AttackRate", 0);
Attributes.m_MaxHealth = MonstersIniFile.GetValueI(Name, "MaxHealth", 1);
m_pState->AttributesList.push_front(Attributes);
@ -87,10 +87,10 @@ void cMonsterConfig::AssignAttributes(cMonster * a_Monster, const AString & a_Na
{
if (itr->m_Name.compare(a_Name) == 0)
{
a_Monster->SetAttackDamage ((float)itr->m_AttackDamage);
a_Monster->SetAttackRange ((float)itr->m_AttackRange);
a_Monster->SetSightDistance((float)itr->m_SightDistance);
a_Monster->SetAttackRate ((int)itr->m_AttackRate);
a_Monster->SetAttackDamage (itr->m_AttackDamage);
a_Monster->SetAttackRange (itr->m_AttackRange);
a_Monster->SetSightDistance(itr->m_SightDistance);
a_Monster->SetAttackRate ((float)itr->m_AttackRate);
a_Monster->SetMaxHealth (itr->m_MaxHealth);
return;
}