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Converted Monster to std::chrono

This commit is contained in:
Tycho 2015-01-16 14:38:21 +00:00
parent 05c40db060
commit bfe1960191
4 changed files with 18 additions and 18 deletions

View File

@ -22,7 +22,7 @@ cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eMonsterTyp
// What to do if in Chasing State
void cAggressiveMonster::InStateChasing(float a_Dt)
void cAggressiveMonster::InStateChasing(std::chrono::milliseconds a_Dt)
{
super::InStateChasing(a_Dt);

View File

@ -17,7 +17,7 @@ public:
cAggressiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
virtual void Tick (std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
virtual void InStateChasing(float a_Dt) override;
virtual void InStateChasing(std::chrono::milliseconds a_Dt) override;
virtual void EventSeePlayer(cEntity *) override;
virtual void Attack(std::chrono::milliseconds a_Dt);

View File

@ -259,8 +259,8 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
if (m_Health <= 0)
{
// The mob is dead, but we're still animating the "puff" they leave when they die
m_DestroyTimer += a_Dt.count() / 1000;
if (m_DestroyTimer > 1)
m_DestroyTimer += a_Dt;
if (m_DestroyTimer > std::chrono::seconds(1))
{
Destroy(true);
}
@ -345,18 +345,18 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
case IDLE:
{
// If enemy passive we ignore checks for player visibility
InStateIdle(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count());
InStateIdle(a_Dt);
break;
}
case CHASING:
{
// If we do not see a player anymore skip chasing action
InStateChasing(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count());
InStateChasing(a_Dt);
break;
}
case ESCAPING:
{
InStateEscaping(std::chrono::duration_cast<std::chrono::seconds>(a_Dt).count());
InStateEscaping(a_Dt);
break;
}
@ -555,7 +555,7 @@ void cMonster::KilledBy(TakeDamageInfo & a_TDI)
{
m_World->SpawnExperienceOrb(GetPosX(), GetPosY(), GetPosZ(), Reward);
}
m_DestroyTimer = 0;
m_DestroyTimer = std::chrono::milliseconds(0);
}
@ -638,7 +638,7 @@ void cMonster::EventLosePlayer(void)
void cMonster::InStateIdle(float a_Dt)
void cMonster::InStateIdle(std::chrono::milliseconds a_Dt)
{
if (m_bMovingToDestination)
{
@ -647,11 +647,11 @@ void cMonster::InStateIdle(float a_Dt)
m_IdleInterval += a_Dt;
if (m_IdleInterval > 1)
if (m_IdleInterval > std::chrono::seconds(1))
{
// At this interval the results are predictable
int rem = m_World->GetTickRandomNumber(6) + 1;
m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds
m_IdleInterval -= std::chrono::seconds(1); // So nothing gets dropped when the server hangs for a few seconds
Vector3d Dist;
Dist.x = (double)m_World->GetTickRandomNumber(10) - 5;
@ -678,7 +678,7 @@ void cMonster::InStateIdle(float a_Dt)
// What to do if in Chasing State
// This state should always be defined in each child class
void cMonster::InStateChasing(float a_Dt)
void cMonster::InStateChasing(std::chrono::milliseconds a_Dt)
{
UNUSED(a_Dt);
}
@ -688,7 +688,7 @@ void cMonster::InStateChasing(float a_Dt)
// What to do if in Escaping State
void cMonster::InStateEscaping(float a_Dt)
void cMonster::InStateEscaping(std::chrono::milliseconds a_Dt)
{
UNUSED(a_Dt);

View File

@ -80,9 +80,9 @@ public:
virtual void EventLosePlayer(void);
virtual void CheckEventLostPlayer(void);
virtual void InStateIdle (float a_Dt);
virtual void InStateChasing (float a_Dt);
virtual void InStateEscaping(float a_Dt);
virtual void InStateIdle (std::chrono::milliseconds a_Dt);
virtual void InStateChasing (std::chrono::milliseconds a_Dt);
virtual void InStateEscaping(std::chrono::milliseconds a_Dt);
int GetAttackRate() { return static_cast<int>(m_AttackRate); }
void SetAttackRate(float a_AttackRate) { m_AttackRate = a_AttackRate; }
@ -217,8 +217,8 @@ protected:
/* =========================== */
float m_IdleInterval;
float m_DestroyTimer;
std::chrono::milliseconds m_IdleInterval;
std::chrono::milliseconds m_DestroyTimer;
eMonsterType m_MobType;
AString m_CustomName;