Merge pull request #587 from mc-server/mobimprovements
Mob improvements & rudimentary artificial intelligence
This commit is contained in:
commit
cdcad2237a
@ -62,7 +62,7 @@ SightDistance=25.0
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MaxHealth=12
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[Creeper]
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AttackRange=5.0
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AttackRange=3.0
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AttackRate=1
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AttackDamage=0.0
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SightDistance=25.0
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@ -611,7 +611,7 @@ void cClientHandle::HandleCommandBlockMessage(const char* a_Data, unsigned int a
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}
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else
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{
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SendChat(Printf("%s[INFO]%s Command blocks are not enabled on this server", cChatColor::Green.c_str(), cChatColor::White.c_str()));
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SendChat(Printf("%s[INFO]%s Command blocks are not enabled on this server", cChatColor::Yellow.c_str(), cChatColor::White.c_str()));
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}
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}
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@ -4,9 +4,7 @@
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#include "../World.h"
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#include "../Server.h"
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#include "../Root.h"
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#include "../Vector3d.h"
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#include "../Matrix4f.h"
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#include "../ReferenceManager.h"
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#include "../ClientHandle.h"
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#include "../Chunk.h"
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#include "../Simulator/FluidSimulator.h"
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@ -32,8 +30,6 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d
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, m_MaxHealth(1)
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, m_AttachedTo(NULL)
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, m_Attachee(NULL)
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, m_Referencers(new cReferenceManager(cReferenceManager::RFMNGR_REFERENCERS))
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, m_References(new cReferenceManager(cReferenceManager::RFMNGR_REFERENCES))
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, m_bDirtyHead(true)
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, m_bDirtyOrientation(true)
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, m_bDirtyPosition(true)
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@ -61,6 +57,8 @@ cEntity::cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, d
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, m_Mass (0.001) // Default 1g
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, m_Width(a_Width)
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, m_Height(a_Height)
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, m_IsSubmerged(false)
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, m_IsSwimming(false)
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{
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cCSLock Lock(m_CSCount);
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m_EntityCount++;
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@ -100,8 +98,6 @@ cEntity::~cEntity()
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LOGWARNING("ERROR: Entity deallocated without being destroyed");
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ASSERT(!"Entity deallocated without being destroyed or unlinked");
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}
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delete m_Referencers;
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delete m_References;
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}
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@ -535,7 +531,17 @@ void cEntity::Tick(float a_Dt, cChunk & a_Chunk)
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{
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TickInVoid(a_Chunk);
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}
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else { m_TicksSinceLastVoidDamage = 0; }
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else
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m_TicksSinceLastVoidDamage = 0;
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if (IsMob() || IsPlayer())
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{
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// Set swimming state
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SetSwimState(a_Chunk);
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// Handle drowning
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HandleAir();
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}
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}
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@ -913,6 +919,87 @@ void cEntity::TickInVoid(cChunk & a_Chunk)
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void cEntity::SetSwimState(cChunk & a_Chunk)
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{
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int RelY = (int)floor(m_LastPosY + 0.1);
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if ((RelY < 0) || (RelY >= cChunkDef::Height - 1))
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{
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m_IsSwimming = false;
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m_IsSubmerged = false;
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return;
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}
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BLOCKTYPE BlockIn;
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int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width;
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int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width;
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// Check if the player is swimming:
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// Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk
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if (!a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn))
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{
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// This sometimes happens on Linux machines
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// Ref.: http://forum.mc-server.org/showthread.php?tid=1244
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LOGD("SetSwimState failure: RelX = %d, RelZ = %d, LastPos = {%.02f, %.02f}, Pos = %.02f, %.02f}",
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RelX, RelY, m_LastPosX, m_LastPosZ, GetPosX(), GetPosZ()
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);
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m_IsSwimming = false;
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m_IsSubmerged = false;
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return;
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}
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m_IsSwimming = IsBlockWater(BlockIn);
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// Check if the player is submerged:
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VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY + 1, RelZ, BlockIn));
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m_IsSubmerged = IsBlockWater(BlockIn);
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}
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void cEntity::HandleAir(void)
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{
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// Ref.: http://www.minecraftwiki.net/wiki/Chunk_format
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// See if the entity is /submerged/ water (block above is water)
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// Get the type of block the entity is standing in:
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if (IsSubmerged())
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{
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SetSpeedY(1); // Float in the water
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// Either reduce air level or damage player
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if (m_AirLevel < 1)
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{
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if (m_AirTickTimer < 1)
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{
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// Damage player
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TakeDamage(dtDrowning, NULL, 1, 1, 0);
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// Reset timer
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m_AirTickTimer = DROWNING_TICKS;
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}
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else
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{
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m_AirTickTimer -= 1;
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}
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}
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else
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{
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// Reduce air supply
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m_AirLevel -= 1;
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}
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}
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else
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{
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// Set the air back to maximum
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m_AirLevel = MAX_AIR_LEVEL;
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m_AirTickTimer = DROWNING_TICKS;
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}
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}
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/// Called when the entity starts burning
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void cEntity::OnStartedBurning(void)
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{
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@ -1430,33 +1517,3 @@ void cEntity::SetPosZ(double a_PosZ)
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//////////////////////////////////////////////////////////////////////////
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// Reference stuffs
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void cEntity::AddReference(cEntity * & a_EntityPtr)
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{
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m_References->AddReference(a_EntityPtr);
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a_EntityPtr->ReferencedBy(a_EntityPtr);
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}
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void cEntity::ReferencedBy(cEntity * & a_EntityPtr)
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{
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m_Referencers->AddReference(a_EntityPtr);
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}
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void cEntity::Dereference(cEntity * & a_EntityPtr)
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{
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m_Referencers->Dereference(a_EntityPtr);
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}
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@ -4,6 +4,7 @@
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#include "../Item.h"
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#include "../Vector3d.h"
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#include "../Vector3f.h"
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#include "../Vector3i.h"
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@ -28,12 +29,16 @@
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return super::GetClass(); \
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}
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#define POSX_TOINT (int)floor(GetPosX())
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#define POSY_TOINT (int)floor(GetPosY())
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#define POSZ_TOINT (int)floor(GetPosZ())
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#define POS_TOINT Vector3i(POSXTOINT, POSYTOINT, POSZTOINT)
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class cWorld;
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class cReferenceManager;
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class cClientHandle;
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class cPlayer;
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class cChunk;
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@ -110,6 +115,8 @@ public:
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BURN_TICKS_PER_DAMAGE = 20, ///< How many ticks to wait between damaging an entity when it is burning
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BURN_DAMAGE = 1, ///< How much damage to deal when the entity is burning
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BURN_TICKS = 200, ///< How long to keep an entity burning after it has stood in lava / fire
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MAX_AIR_LEVEL = 300, ///< Maximum air an entity can have
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DROWNING_TICKS = 20, ///< Number of ticks per heart of damage
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} ;
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cEntity(eEntityType a_EntityType, double a_X, double a_Y, double a_Z, double a_Width, double a_Height);
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@ -344,7 +351,14 @@ public:
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virtual bool IsRiding (void) const {return false; }
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virtual bool IsSprinting(void) const {return false; }
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virtual bool IsRclking (void) const {return false; }
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virtual bool IsInvisible(void) const {return false; }
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virtual bool IsInvisible(void) const { return false; }
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/** Returns whether the player is swimming or not */
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virtual bool IsSwimming(void) const{ return m_IsSwimming; }
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/** Return whether the player is under water or not */
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virtual bool IsSubmerged(void) const{ return m_IsSubmerged; }
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/** Gets remaining air of a monster */
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int GetAirLevel(void) const { return m_AirLevel; }
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// tolua_end
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@ -373,9 +387,6 @@ protected:
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/// The entity which is attached to this entity (rider), NULL if none
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cEntity * m_Attachee;
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cReferenceManager* m_Referencers;
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cReferenceManager* m_References;
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// Flags that signal that we haven't updated the clients with the latest.
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bool m_bDirtyHead;
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bool m_bDirtyOrientation;
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@ -415,11 +426,18 @@ protected:
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virtual void Destroyed(void) {} // Called after the entity has been destroyed
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void SetWorld(cWorld * a_World) { m_World = a_World; }
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friend class cReferenceManager;
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void AddReference( cEntity*& a_EntityPtr );
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void ReferencedBy( cEntity*& a_EntityPtr );
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void Dereference( cEntity*& a_EntityPtr );
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/** Called in each tick to handle air-related processing i.e. drowning */
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virtual void HandleAir();
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/** Called once per tick to set IsSwimming and IsSubmerged */
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virtual void SetSwimState(cChunk & a_Chunk);
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/** If an entity is currently swimming in or submerged under water */
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bool m_IsSwimming, m_IsSubmerged;
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/** Air level of a mobile */
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int m_AirLevel;
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int m_AirTickTimer;
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private:
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// Measured in degrees, [-180, +180)
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@ -6,19 +6,58 @@
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#endif
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#include "Pickup.h"
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#include "../ClientHandle.h"
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#include "../Inventory.h"
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#include "../World.h"
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#include "../Simulator/FluidSimulator.h"
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#include "../Server.h"
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#include "Player.h"
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#include "../ClientHandle.h"
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#include "../World.h"
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#include "../Server.h"
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#include "../Bindings/PluginManager.h"
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#include "../Item.h"
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#include "../Root.h"
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#include "../Chunk.h"
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#include "../Vector3d.h"
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#include "../Vector3f.h"
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class cPickupCombiningCallback :
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public cEntityCallback
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{
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public:
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cPickupCombiningCallback(Vector3d a_Position, cPickup * a_Pickup) :
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m_Position(a_Position),
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m_Pickup(a_Pickup),
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m_FoundMatchingPickup(false)
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{
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}
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virtual bool Item(cEntity * a_Entity) override
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{
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if (!a_Entity->IsPickup() || (a_Entity->GetUniqueID() == m_Pickup->GetUniqueID()) || a_Entity->IsDestroyed())
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{
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return false;
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}
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Vector3d EntityPos = a_Entity->GetPosition();
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double Distance = (EntityPos - m_Position).Length();
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if ((Distance < 1.2) && ((cPickup *)a_Entity)->GetItem().IsEqual(m_Pickup->GetItem()))
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{
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m_Pickup->GetItem().AddCount(((cPickup *)a_Entity)->GetItem().m_ItemCount);
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a_Entity->Destroy();
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m_FoundMatchingPickup = true;
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}
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return false;
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}
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inline bool FoundMatchingPickup()
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{
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return m_FoundMatchingPickup;
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}
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protected:
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bool m_FoundMatchingPickup;
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Vector3d m_Position;
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cPickup * m_Pickup;
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};
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@ -26,10 +65,10 @@
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cPickup::cPickup(double a_PosX, double a_PosY, double a_PosZ, const cItem & a_Item, bool IsPlayerCreated, float a_SpeedX /* = 0.f */, float a_SpeedY /* = 0.f */, float a_SpeedZ /* = 0.f */)
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: cEntity(etPickup, a_PosX, a_PosY, a_PosZ, 0.2, 0.2)
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, m_Timer( 0.f )
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, m_Timer(0.f)
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, m_Item(a_Item)
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, m_bCollected( false )
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, m_bIsPlayerCreated( IsPlayerCreated )
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, m_bCollected(false)
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, m_bIsPlayerCreated(IsPlayerCreated)
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{
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SetGravity(-10.5f);
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SetMaxHealth(5);
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@ -89,6 +128,16 @@ void cPickup::Tick(float a_Dt, cChunk & a_Chunk)
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return;
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}
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}
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if (!IsDestroyed()) // Don't try to combine if someone has tried to combine me
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{
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cPickupCombiningCallback PickupCombiningCallback(GetPosition(), this);
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m_World->ForEachEntity(PickupCombiningCallback); // Not ForEachEntityInChunk, otherwise pickups don't combine across chunk boundaries
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if (PickupCombiningCallback.FoundMatchingPickup())
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{
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m_World->BroadcastEntityMetadata(*this);
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}
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}
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}
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}
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}
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@ -7,7 +7,6 @@
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#include "../UI/Window.h"
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#include "../UI/WindowOwner.h"
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#include "../World.h"
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#include "Pickup.h"
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#include "../Bindings/PluginManager.h"
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#include "../BlockEntities/BlockEntity.h"
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#include "../GroupManager.h"
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@ -27,8 +26,6 @@
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#include "inifile/iniFile.h"
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#include "json/json.h"
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#define float2int(x) ((x)<0 ? ((int)(x))-1 : (int)(x))
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@ -36,8 +33,6 @@
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cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
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: super(etPlayer, 0.6, 1.8)
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, m_AirLevel( MAX_AIR_LEVEL )
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, m_AirTickTimer(DROWNING_TICKS)
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, m_bVisible(true)
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, m_FoodLevel(MAX_FOOD_LEVEL)
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, m_FoodSaturationLevel(5)
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@ -108,9 +103,23 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
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a_PlayerName.c_str(), GetPosX(), GetPosY(), GetPosZ()
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);
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}
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m_LastJumpHeight = (float)(GetPosY());
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m_LastGroundHeight = (float)(GetPosY());
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m_Stance = GetPosY() + 1.62;
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if (m_GameMode == gmNotSet)
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{
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cWorld * World = cRoot::Get()->GetWorld(GetLoadedWorldName());
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if (World == NULL)
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{
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World = cRoot::Get()->GetDefaultWorld();
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}
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if (World->IsGameModeCreative())
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{
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m_CanFly = true;
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}
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}
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cRoot::Get()->GetServer()->PlayerCreated(this);
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}
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@ -197,12 +206,6 @@ void cPlayer::Tick(float a_Dt, cChunk & a_Chunk)
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super::Tick(a_Dt, a_Chunk);
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// Set player swimming state
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SetSwimState(a_Chunk);
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// Handle air drowning stuff
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HandleAir();
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// Handle charging the bow:
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if (m_IsChargingBow)
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{
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@ -435,7 +438,7 @@ void cPlayer::SetTouchGround(bool a_bTouchGround)
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cWorld * World = GetWorld();
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if ((GetPosY() >= 0) && (GetPosY() < cChunkDef::Height))
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{
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BLOCKTYPE BlockType = World->GetBlock(float2int(GetPosX()), float2int(GetPosY()), float2int(GetPosZ()));
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BLOCKTYPE BlockType = World->GetBlock((int)floor(GetPosX()), (int)floor(GetPosY()), (int)floor(GetPosZ()));
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if (BlockType != E_BLOCK_AIR)
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{
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m_bTouchGround = true;
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@ -460,12 +463,10 @@ void cPlayer::SetTouchGround(bool a_bTouchGround)
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if (Damage > 0)
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{
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if (!IsGameModeCreative())
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{
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TakeDamage(dtFalling, NULL, Damage, Damage, 0);
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}
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// cPlayer makes sure damage isn't applied in creative, no need to check here
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TakeDamage(dtFalling, NULL, Damage, Damage, 0);
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// Mojang uses floor() to get X and Z positions, instead of just casting it to an (int)
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// Fall particles
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GetWorld()->BroadcastSoundParticleEffect(2006, (int)floor(GetPosX()), (int)GetPosY() - 1, (int)floor(GetPosZ()), Damage /* Used as particle effect speed modifier */);
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}
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@ -787,7 +788,7 @@ void cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI)
|
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{
|
||||
if (IsGameModeCreative())
|
||||
{
|
||||
// No damage / health in creative mode
|
||||
// No damage / health in creative mode if not void damage
|
||||
return;
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||||
}
|
||||
}
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@ -1630,27 +1631,12 @@ bool cPlayer::LoadFromDisk()
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m_CurrentXp = (short) root.get("xpCurrent", 0).asInt();
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m_IsFlying = root.get("isflying", 0).asBool();
|
||||
|
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//SetExperience(root.get("experience", 0).asInt());
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||||
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m_GameMode = (eGameMode) root.get("gamemode", eGameMode_NotSet).asInt();
|
||||
|
||||
if (m_GameMode == eGameMode_Creative)
|
||||
{
|
||||
m_CanFly = true;
|
||||
}
|
||||
else if (m_GameMode == eGameMode_NotSet)
|
||||
{
|
||||
cWorld * World = cRoot::Get()->GetWorld(GetLoadedWorldName());
|
||||
if (World == NULL)
|
||||
{
|
||||
World = cRoot::Get()->GetDefaultWorld();
|
||||
}
|
||||
|
||||
if (World->GetGameMode() == eGameMode_Creative)
|
||||
{
|
||||
m_CanFly = true;
|
||||
}
|
||||
}
|
||||
|
||||
m_Inventory.LoadFromJson(root["inventory"]);
|
||||
|
||||
@ -1767,85 +1753,6 @@ void cPlayer::UseEquippedItem(void)
|
||||
|
||||
|
||||
|
||||
void cPlayer::SetSwimState(cChunk & a_Chunk)
|
||||
{
|
||||
int RelY = (int)floor(m_LastPosY + 0.1);
|
||||
if ((RelY < 0) || (RelY >= cChunkDef::Height - 1))
|
||||
{
|
||||
m_IsSwimming = false;
|
||||
m_IsSubmerged = false;
|
||||
return;
|
||||
}
|
||||
|
||||
BLOCKTYPE BlockIn;
|
||||
int RelX = (int)floor(m_LastPosX) - a_Chunk.GetPosX() * cChunkDef::Width;
|
||||
int RelZ = (int)floor(m_LastPosZ) - a_Chunk.GetPosZ() * cChunkDef::Width;
|
||||
|
||||
// Check if the player is swimming:
|
||||
// Use Unbounded, because we're being called *after* processing super::Tick(), which could have changed our chunk
|
||||
if (!a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockIn))
|
||||
{
|
||||
// This sometimes happens on Linux machines
|
||||
// Ref.: http://forum.mc-server.org/showthread.php?tid=1244
|
||||
LOGD("SetSwimState failure: RelX = %d, RelZ = %d, LastPos = {%.02f, %.02f}, Pos = %.02f, %.02f}",
|
||||
RelX, RelY, m_LastPosX, m_LastPosZ, GetPosX(), GetPosZ()
|
||||
);
|
||||
m_IsSwimming = false;
|
||||
m_IsSubmerged = false;
|
||||
return;
|
||||
}
|
||||
m_IsSwimming = IsBlockWater(BlockIn);
|
||||
|
||||
// Check if the player is submerged:
|
||||
VERIFY(a_Chunk.UnboundedRelGetBlockType(RelX, RelY + 1, RelZ, BlockIn));
|
||||
m_IsSubmerged = IsBlockWater(BlockIn);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cPlayer::HandleAir(void)
|
||||
{
|
||||
// Ref.: http://www.minecraftwiki.net/wiki/Chunk_format
|
||||
// see if the player is /submerged/ water (block above is water)
|
||||
// Get the type of block the player's standing in:
|
||||
|
||||
if (IsSubmerged())
|
||||
{
|
||||
// either reduce air level or damage player
|
||||
if (m_AirLevel < 1)
|
||||
{
|
||||
if (m_AirTickTimer < 1)
|
||||
{
|
||||
// damage player
|
||||
TakeDamage(dtDrowning, NULL, 1, 1, 0);
|
||||
// reset timer
|
||||
m_AirTickTimer = DROWNING_TICKS;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_AirTickTimer -= 1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// reduce air supply
|
||||
m_AirLevel -= 1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// set the air back to maximum
|
||||
m_AirLevel = MAX_AIR_LEVEL;
|
||||
m_AirTickTimer = DROWNING_TICKS;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cPlayer::HandleFood(void)
|
||||
{
|
||||
// Ref.: http://www.minecraftwiki.net/wiki/Hunger
|
||||
|
@ -31,8 +31,6 @@ public:
|
||||
MAX_HEALTH = 20,
|
||||
MAX_FOOD_LEVEL = 20,
|
||||
EATING_TICKS = 30, ///< Number of ticks it takes to eat an item
|
||||
MAX_AIR_LEVEL = 300,
|
||||
DROWNING_TICKS = 10, //number of ticks per heart of damage
|
||||
} ;
|
||||
// tolua_end
|
||||
|
||||
@ -241,8 +239,6 @@ public:
|
||||
int GetFoodTickTimer (void) const { return m_FoodTickTimer; }
|
||||
double GetFoodExhaustionLevel (void) const { return m_FoodExhaustionLevel; }
|
||||
int GetFoodPoisonedTicksRemaining(void) const { return m_FoodPoisonedTicksRemaining; }
|
||||
|
||||
int GetAirLevel (void) const { return m_AirLevel; }
|
||||
|
||||
/// Returns true if the player is satiated, i. e. their foodlevel is at the max and they cannot eat anymore
|
||||
bool IsSatiated(void) const { return (m_FoodLevel >= MAX_FOOD_LEVEL); }
|
||||
@ -353,12 +349,6 @@ public:
|
||||
/// If true the player can fly even when he's not in creative.
|
||||
void SetCanFly(bool a_CanFly);
|
||||
|
||||
/// Returns whether the player is swimming or not
|
||||
virtual bool IsSwimming(void) const{ return m_IsSwimming; }
|
||||
|
||||
/// Return whether the player is under water or not
|
||||
virtual bool IsSubmerged(void) const{ return m_IsSubmerged; }
|
||||
|
||||
/// Returns wheter the player can fly or not.
|
||||
virtual bool CanFly(void) const { return m_CanFly; }
|
||||
// tolua_end
|
||||
@ -389,12 +379,6 @@ protected:
|
||||
XP_TO_LEVEL30 = 825
|
||||
} ;
|
||||
|
||||
/// Player's air level (for swimming)
|
||||
int m_AirLevel;
|
||||
|
||||
/// used to time ticks between damage taken via drowning/suffocation
|
||||
int m_AirTickTimer;
|
||||
|
||||
bool m_bVisible;
|
||||
|
||||
// Food-related variables:
|
||||
@ -431,7 +415,7 @@ protected:
|
||||
float m_LastBlockActionTime;
|
||||
int m_LastBlockActionCnt;
|
||||
eGameMode m_GameMode;
|
||||
std::string m_IP;
|
||||
AString m_IP;
|
||||
|
||||
/// The item being dragged by the cursor while in a UI window
|
||||
cItem m_DraggingItem;
|
||||
@ -490,12 +474,6 @@ protected:
|
||||
|
||||
/// Called in each tick if the player is fishing to make sure the floater dissapears when the player doesn't have a fishing rod as equipped item.
|
||||
void HandleFloater(void);
|
||||
|
||||
/// Called in each tick to handle air-related processing i.e. drowning
|
||||
void HandleAir();
|
||||
|
||||
/// Called once per tick to set IsSwimming and IsSubmerged
|
||||
void SetSwimState(cChunk & a_Chunk);
|
||||
|
||||
/// Adds food exhaustion based on the difference between Pos and LastPos, sprinting status and swimming (in water block)
|
||||
void ApplyFoodExhaustionFromMovement();
|
||||
|
@ -201,7 +201,7 @@ void cChunkGenerator::Execute(void)
|
||||
while (!m_ShouldTerminate)
|
||||
{
|
||||
cCSLock Lock(m_CS);
|
||||
while (m_Queue.size() == 0)
|
||||
while (m_Queue.empty())
|
||||
{
|
||||
if ((NumChunksGenerated > 16) && (clock() - LastReportTick > CLOCKS_PER_SEC))
|
||||
{
|
||||
@ -221,6 +221,13 @@ void cChunkGenerator::Execute(void)
|
||||
LastReportTick = clock();
|
||||
}
|
||||
|
||||
if (m_Queue.empty())
|
||||
{
|
||||
// Sometimes the queue remains empty
|
||||
// If so, we can't do any front() operations on it!
|
||||
continue;
|
||||
}
|
||||
|
||||
cChunkCoords coords = m_Queue.front(); // Get next coord from queue
|
||||
m_Queue.erase( m_Queue.begin() ); // Remove coordinate from queue
|
||||
bool SkipEnabled = (m_Queue.size() > QUEUE_SKIP_LIMIT);
|
||||
|
@ -59,7 +59,7 @@ cMobProximityCounter::sIterablePair cMobProximityCounter::getMobWithinThosesDist
|
||||
{
|
||||
if (toReturn.m_Begin == m_DistanceToMonster.end())
|
||||
{
|
||||
if (a_DistanceMin == -1 || itr->first > a_DistanceMin)
|
||||
if ((a_DistanceMin == 1) || (itr->first > a_DistanceMin))
|
||||
{
|
||||
toReturn.m_Begin = itr; // this is the first one with distance > a_DistanceMin;
|
||||
}
|
||||
@ -67,7 +67,7 @@ cMobProximityCounter::sIterablePair cMobProximityCounter::getMobWithinThosesDist
|
||||
|
||||
if (toReturn.m_Begin != m_DistanceToMonster.end())
|
||||
{
|
||||
if (a_DistanceMax != -1 && itr->first > a_DistanceMax)
|
||||
if ((a_DistanceMax != 1) && (itr->first > a_DistanceMax))
|
||||
{
|
||||
toReturn.m_End = itr; // this is just after the last one with distance < a_DistanceMax
|
||||
// Note : if we are not going through this, it's ok, toReturn.m_End will be end();
|
||||
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -61,8 +50,11 @@ void cAggressiveMonster::InStateChasing(float a_Dt)
|
||||
|
||||
void cAggressiveMonster::EventSeePlayer(cEntity * a_Entity)
|
||||
{
|
||||
super::EventSeePlayer(a_Entity);
|
||||
m_EMState = CHASING;
|
||||
if (!((cPlayer *)a_Entity)->IsGameModeCreative())
|
||||
{
|
||||
super::EventSeePlayer(a_Entity);
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -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;
|
||||
} ;
|
||||
|
||||
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
#include "Creeper.h"
|
||||
#include "../World.h"
|
||||
#include "../Entities/ProjectileEntity.h"
|
||||
|
||||
|
||||
|
||||
@ -11,7 +12,8 @@
|
||||
cCreeper::cCreeper(void) :
|
||||
super("Creeper", mtCreeper, "mob.creeper.say", "mob.creeper.say", 0.6, 1.8),
|
||||
m_bIsBlowing(false),
|
||||
m_bIsCharged(false)
|
||||
m_bIsCharged(false),
|
||||
m_ExplodingTimer(0)
|
||||
{
|
||||
}
|
||||
|
||||
@ -19,11 +21,34 @@ cCreeper::cCreeper(void) :
|
||||
|
||||
|
||||
|
||||
void cCreeper::Tick(float a_Dt, cChunk & a_Chunk)
|
||||
{
|
||||
super::Tick(a_Dt, a_Chunk);
|
||||
|
||||
if (!ReachedFinalDestination())
|
||||
{
|
||||
m_ExplodingTimer = 0;
|
||||
m_bIsBlowing = false;
|
||||
m_World->BroadcastEntityMetadata(*this);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cCreeper::GetDrops(cItems & a_Drops, cEntity * a_Killer)
|
||||
{
|
||||
AddRandomDropItem(a_Drops, 0, 2, E_ITEM_GUNPOWDER);
|
||||
|
||||
// TODO Check if killed by a skeleton, then drop random music disk
|
||||
if ((a_Killer != NULL) && (a_Killer->IsProjectile()))
|
||||
{
|
||||
if (((cMonster *)((cProjectileEntity *)a_Killer)->GetCreator())->GetMobType() == mtSkeleton)
|
||||
{
|
||||
// 12 music discs. TickRand starts from 0, so range = 11. Disk IDs start at 2256, so add that. There.
|
||||
AddRandomDropItem(a_Drops, 1, 1, (short)m_World->GetTickRandomNumber(11) + 2256);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -45,3 +70,27 @@ void cCreeper::DoTakeDamage(TakeDamageInfo & a_TDI)
|
||||
|
||||
|
||||
|
||||
|
||||
void cCreeper::Attack(float a_Dt)
|
||||
{
|
||||
UNUSED(a_Dt);
|
||||
|
||||
m_ExplodingTimer += 1;
|
||||
|
||||
if (!m_bIsBlowing)
|
||||
{
|
||||
m_World->BroadcastSoundEffect("random.fuse", (int)GetPosX() * 8, (int)GetPosY() * 8, (int)GetPosZ() * 8, 1.f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
|
||||
m_bIsBlowing = true;
|
||||
m_World->BroadcastEntityMetadata(*this);
|
||||
}
|
||||
|
||||
if (m_ExplodingTimer == 20)
|
||||
{
|
||||
m_World->DoExplosionAt((m_bIsCharged ? 5 : 3), GetPosX(), GetPosY(), GetPosZ(), false, esMonster, this);
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -19,6 +19,8 @@ public:
|
||||
|
||||
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
|
||||
virtual void DoTakeDamage(TakeDamageInfo & a_TDI) override;
|
||||
virtual void Attack(float a_Dt) override;
|
||||
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
|
||||
|
||||
bool IsBlowing(void) const {return m_bIsBlowing; }
|
||||
bool IsCharged(void) const {return m_bIsCharged; }
|
||||
@ -26,6 +28,7 @@ public:
|
||||
private:
|
||||
|
||||
bool m_bIsBlowing, m_bIsCharged;
|
||||
int m_ExplodingTimer;
|
||||
|
||||
} ;
|
||||
|
||||
|
@ -18,6 +18,10 @@ public:
|
||||
CLASS_PROTODEF(cIronGolem);
|
||||
|
||||
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
|
||||
|
||||
// Iron golems do not drown
|
||||
virtual void HandleAir(void) override {}
|
||||
virtual void SetSwimState(cChunk & a_Chunk) override {}
|
||||
} ;
|
||||
|
||||
|
||||
|
@ -8,14 +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"
|
||||
|
||||
@ -79,17 +74,15 @@ cMonster::cMonster(const AString & a_ConfigName, eType a_MobType, const AString
|
||||
, m_AttackRate(3)
|
||||
, m_IdleInterval(0)
|
||||
, m_bMovingToDestination(false)
|
||||
, m_DestinationTime( 0 )
|
||||
, m_DestroyTimer( 0 )
|
||||
, m_Jump(0)
|
||||
, m_DestroyTimer(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_AttackDamage(1)
|
||||
, m_AttackRange(2)
|
||||
, m_AttackInterval(0)
|
||||
, m_BurnsInDaylight(false)
|
||||
, m_LastGroundHeight(POSY_TOINT)
|
||||
{
|
||||
if (!a_ConfigName.empty())
|
||||
{
|
||||
@ -110,11 +103,105 @@ 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 to try to move to
|
||||
{
|
||||
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 +210,10 @@ 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 +221,19 @@ 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)
|
||||
{
|
||||
@ -149,25 +250,35 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
|
||||
return;
|
||||
}
|
||||
|
||||
if ((m_Target != NULL) && m_Target->IsDestroyed())
|
||||
m_Target = NULL;
|
||||
|
||||
// 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() )
|
||||
if (m_bOnGround)
|
||||
{
|
||||
m_Destination.y = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z);
|
||||
|
||||
if (DoesPosYRequireJump(m_Destination.y))
|
||||
{
|
||||
m_bOnGround = false;
|
||||
AddPosY(1.5); // Jump!!
|
||||
}
|
||||
}
|
||||
|
||||
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 +288,22 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
|
||||
}
|
||||
else
|
||||
{
|
||||
m_bMovingToDestination = false;
|
||||
}
|
||||
|
||||
if( GetSpeed().SqrLength() > 0.f )
|
||||
{
|
||||
if( m_bOnGround )
|
||||
if (ReachedFinalDestination()) // If we have reached the ultimate, final destination, stop pathfinding and attack if appropriate
|
||||
{
|
||||
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!!
|
||||
}
|
||||
FinishPathFinding();
|
||||
}
|
||||
else
|
||||
{
|
||||
TickPathFinding(); // We have reached the next point in our path, calculate another point
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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() && (m_Target != NULL))
|
||||
Attack(a_Dt);
|
||||
|
||||
SetPitchAndYawFromDestination();
|
||||
HandleFalling();
|
||||
|
||||
switch (m_EMState)
|
||||
{
|
||||
@ -219,21 +312,113 @@ 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void cMonster::HandleFalling()
|
||||
{
|
||||
if (m_bOnGround)
|
||||
{
|
||||
int Damage = (m_LastGroundHeight - POSY_TOINT) - 3;
|
||||
|
||||
if (Damage > 0)
|
||||
{
|
||||
TakeDamage(dtFalling, NULL, Damage, Damage, 0);
|
||||
|
||||
// Fall particles
|
||||
GetWorld()->BroadcastSoundParticleEffect(2006, POSX_TOINT, POSY_TOINT - 1, POSZ_TOINT, Damage /* Used as particle effect speed modifier */);
|
||||
}
|
||||
|
||||
m_LastGroundHeight = (int)floor(GetPosY());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ)
|
||||
{
|
||||
int PosY = (int)floor(GetPosY());
|
||||
|
||||
if (PosY < 0)
|
||||
PosY = 0;
|
||||
else if (PosY > cChunkDef::Height)
|
||||
PosY = cChunkDef::Height;
|
||||
|
||||
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 +429,13 @@ 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 +517,12 @@ 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(), (float)m_SightDistance, false);
|
||||
|
||||
if (Closest != NULL)
|
||||
{
|
||||
@ -391,14 +535,10 @@ void cMonster::CheckEventSeePlayer(void)
|
||||
|
||||
|
||||
void cMonster::CheckEventLostPlayer(void)
|
||||
{
|
||||
Vector3f pos;
|
||||
cTracer LineOfSight(GetWorld());
|
||||
|
||||
{
|
||||
if (m_Target != NULL)
|
||||
{
|
||||
pos = m_Target->GetPosition();
|
||||
if ((pos - GetPosition()).Length() > m_SightDistance || LineOfSight.Trace(GetPosition(),(pos - GetPosition()), (int)(pos - GetPosition()).Length()))
|
||||
if ((m_Target->GetPosition() - GetPosition()).Length() > m_SightDistance)
|
||||
{
|
||||
EventLosePlayer();
|
||||
}
|
||||
@ -418,7 +558,6 @@ void cMonster::CheckEventLostPlayer(void)
|
||||
void cMonster::EventSeePlayer(cEntity * a_SeenPlayer)
|
||||
{
|
||||
m_Target = a_SeenPlayer;
|
||||
AddReference(m_Target);
|
||||
}
|
||||
|
||||
|
||||
@ -427,7 +566,6 @@ void cMonster::EventSeePlayer(cEntity * a_SeenPlayer)
|
||||
|
||||
void cMonster::EventLosePlayer(void)
|
||||
{
|
||||
Dereference(m_Target);
|
||||
m_Target = NULL;
|
||||
m_EMState = IDLE;
|
||||
}
|
||||
@ -436,28 +574,35 @@ void cMonster::EventLosePlayer(void)
|
||||
|
||||
|
||||
|
||||
// What to do if in Idle State
|
||||
void cMonster::InStateIdle(float a_Dt)
|
||||
{
|
||||
if (m_bMovingToDestination)
|
||||
{
|
||||
return; // Still getting there
|
||||
}
|
||||
|
||||
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(10) - 5;
|
||||
Dist.z = (double)m_World->GetTickRandomNumber(10) - 5;
|
||||
|
||||
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))
|
||||
Vector3d Destination(GetPosX() + Dist.x, 0, GetPosZ() + Dist.z);
|
||||
|
||||
int NextHeight = FindFirstNonAirBlockPosition(Destination.x, Destination.z);
|
||||
|
||||
if (IsNextYPosReachable(NextHeight))
|
||||
{
|
||||
m_Destination.y = (float)PosY + 1.2f;
|
||||
MoveToPosition(m_Destination);
|
||||
Destination.y = NextHeight;
|
||||
MoveToPosition(Destination);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -505,22 +650,6 @@ 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 +665,6 @@ 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 +728,8 @@ 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 +794,7 @@ 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 +898,13 @@ 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
|
||||
|
@ -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 +151,80 @@ public:
|
||||
|
||||
protected:
|
||||
|
||||
/* ======= PATHFINDING ======= */
|
||||
|
||||
/** A pointer to the entity this mobile is aiming to reach */
|
||||
cEntity * m_Target;
|
||||
float m_AttackRate;
|
||||
float m_IdleInterval;
|
||||
/** 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);
|
||||
|
||||
Vector3f m_Destination;
|
||||
/** Stores if mobile is currently moving towards the ultimate, final destination */
|
||||
bool m_bMovingToDestination;
|
||||
bool m_bPassiveAggressive;
|
||||
/** 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);
|
||||
/** Returns if a monster can actually reach a given height by jumping or walking */
|
||||
inline bool IsNextYPosReachable(int a_PosY)
|
||||
{
|
||||
return (
|
||||
(a_PosY <= (int)floor(GetPosY())) ||
|
||||
DoesPosYRequireJump(a_PosY)
|
||||
);
|
||||
}
|
||||
/** Returns if a monster can reach a given height by jumping */
|
||||
inline bool DoesPosYRequireJump(int a_PosY)
|
||||
{
|
||||
return ((a_PosY > (int)floor(GetPosY())) && (a_PosY == (int)floor(GetPosY()) + 1));
|
||||
}
|
||||
|
||||
float m_DestinationTime;
|
||||
/** 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);
|
||||
|
||||
/* =========================== */
|
||||
/* ========= FALLING ========= */
|
||||
|
||||
virtual void HandleFalling(void);
|
||||
int m_LastGroundHeight;
|
||||
|
||||
/* =========================== */
|
||||
|
||||
float m_IdleInterval;
|
||||
float m_DestroyTimer;
|
||||
float m_Jump;
|
||||
|
||||
eType m_MobType;
|
||||
|
||||
AString m_SoundHurt;
|
||||
AString m_SoundDeath;
|
||||
|
||||
float m_SeePlayerInterval;
|
||||
float m_AttackDamage;
|
||||
float m_AttackRange;
|
||||
float m_AttackRate;
|
||||
int m_AttackDamage;
|
||||
int m_AttackRange;
|
||||
float m_AttackInterval;
|
||||
|
||||
bool m_BurnsInDaylight;
|
||||
|
||||
void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
|
||||
int m_SightDistance;
|
||||
|
||||
void HandleDaylightBurning(cChunk & a_Chunk);
|
||||
bool m_BurnsInDaylight;
|
||||
|
||||
void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
|
||||
|
||||
} ; // tolua_export
|
||||
|
||||
|
@ -25,8 +25,7 @@ void cPassiveAggressiveMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
|
||||
|
||||
if ((m_Target != NULL) && (m_Target->IsPlayer()))
|
||||
{
|
||||
cPlayer * Player = (cPlayer *) m_Target;
|
||||
if (Player->GetGameMode() != 1)
|
||||
if (!((cPlayer *)m_Target)->IsGameModeCreative())
|
||||
{
|
||||
m_EMState = CHASING;
|
||||
}
|
||||
|
@ -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();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -30,15 +30,18 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
|
||||
|
||||
void cSkeleton::MoveToPosition(const Vector3f & a_Position)
|
||||
{
|
||||
m_Destination = a_Position;
|
||||
|
||||
// If the destination is in the sun and if it is not night AND the skeleton isn't on fire then block the movement.
|
||||
if (!IsOnFire() && m_World->GetTimeOfDay() < 13187 && m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15)
|
||||
if (
|
||||
!IsOnFire() &&
|
||||
(m_World->GetTimeOfDay() < 13187) &&
|
||||
(m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15)
|
||||
)
|
||||
{
|
||||
m_bMovingToDestination = false;
|
||||
return;
|
||||
}
|
||||
m_bMovingToDestination = true;
|
||||
|
||||
super::MoveToPosition(a_Position);
|
||||
}
|
||||
|
||||
|
||||
|
@ -21,6 +21,9 @@ public:
|
||||
|
||||
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
|
||||
|
||||
// Squids do not drown (or float)
|
||||
virtual void HandleAir(void) override {}
|
||||
virtual void SetSwimState(cChunk & a_Chunk) override {}
|
||||
} ;
|
||||
|
||||
|
||||
|
@ -37,6 +37,26 @@ void cWolf::DoTakeDamage(TakeDamageInfo & a_TDI)
|
||||
|
||||
|
||||
|
||||
void cWolf::Attack(float a_Dt)
|
||||
{
|
||||
UNUSED(a_Dt);
|
||||
|
||||
if ((m_Target != NULL) && (m_Target->IsPlayer()))
|
||||
{
|
||||
if (((cPlayer *)m_Target)->GetName() != m_OwnerName)
|
||||
{
|
||||
super::Attack(a_Dt);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
super::Attack(a_Dt);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cWolf::OnRightClicked(cPlayer & a_Player)
|
||||
{
|
||||
@ -108,7 +128,7 @@ 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(), (float)m_SightDistance);
|
||||
if (a_Closest_Player != NULL)
|
||||
{
|
||||
switch (a_Closest_Player->GetEquippedItem().m_ItemType)
|
||||
@ -125,9 +145,7 @@ void cWolf::Tick(float a_Dt, cChunk & a_Chunk)
|
||||
SetIsBegging(true);
|
||||
m_World->BroadcastEntityMetadata(*this);
|
||||
}
|
||||
Vector3f a_NewDestination = a_Closest_Player->GetPosition();
|
||||
a_NewDestination.y = a_NewDestination.y + 1; // Look at the head of the player, not his feet.
|
||||
m_Destination = Vector3f(a_NewDestination);
|
||||
m_FinalDestination = a_Closest_Player->GetPosition();;
|
||||
m_bMovingToDestination = false;
|
||||
break;
|
||||
}
|
||||
@ -163,23 +181,19 @@ void cWolf::TickFollowPlayer()
|
||||
return false;
|
||||
}
|
||||
public:
|
||||
Vector3f OwnerPos;
|
||||
Vector3d OwnerPos;
|
||||
} Callback;
|
||||
if (m_World->DoWithPlayer(m_OwnerName, Callback))
|
||||
{
|
||||
// The player is present in the world, follow them:
|
||||
double Distance = (Callback.OwnerPos - GetPosition()).Length();
|
||||
if (Distance < 3)
|
||||
{
|
||||
m_bMovingToDestination = false;
|
||||
}
|
||||
else if ((Distance > 30) && (!IsSitting()))
|
||||
if ((Distance > 30) && (!IsSitting()))
|
||||
{
|
||||
TeleportToCoords(Callback.OwnerPos.x, Callback.OwnerPos.y, Callback.OwnerPos.z);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Destination = Callback.OwnerPos;
|
||||
MoveToPosition(Callback.OwnerPos);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -22,6 +22,7 @@ public:
|
||||
virtual void OnRightClicked(cPlayer & a_Player) override;
|
||||
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
|
||||
virtual void TickFollowPlayer();
|
||||
virtual void Attack(float a_Dt) override;
|
||||
|
||||
// Get functions
|
||||
bool IsSitting (void) const { return m_IsSitting; }
|
||||
|
@ -34,15 +34,18 @@ void cZombie::GetDrops(cItems & a_Drops, cEntity * a_Killer)
|
||||
|
||||
void cZombie::MoveToPosition(const Vector3f & a_Position)
|
||||
{
|
||||
m_Destination = a_Position;
|
||||
|
||||
// If the destination is in the sun and if it is not night AND the skeleton isn't on fire then block the movement.
|
||||
if ((m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15) && (m_World->GetTimeOfDay() < 13187) && !IsOnFire())
|
||||
// If the destination is in the sun and if it is not night AND the zombie isn't on fire then block the movement.
|
||||
if (
|
||||
!IsOnFire() &&
|
||||
(m_World->GetTimeOfDay() < 13187) &&
|
||||
(m_World->GetBlockSkyLight((int)a_Position.x, (int)a_Position.y, (int)a_Position.z) == 15)
|
||||
)
|
||||
{
|
||||
m_bMovingToDestination = false;
|
||||
return;
|
||||
}
|
||||
m_bMovingToDestination = true;
|
||||
|
||||
super::MoveToPosition(a_Position);
|
||||
}
|
||||
|
||||
|
||||
|
@ -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;
|
||||
}
|
||||
|
@ -1,43 +0,0 @@
|
||||
|
||||
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
||||
|
||||
#include "ReferenceManager.h"
|
||||
#include "Entities/Entity.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cReferenceManager::cReferenceManager( ENUM_REFERENCE_MANAGER_TYPE a_Type )
|
||||
: m_Type( a_Type )
|
||||
{
|
||||
}
|
||||
|
||||
cReferenceManager::~cReferenceManager()
|
||||
{
|
||||
if( m_Type == RFMNGR_REFERENCERS )
|
||||
{
|
||||
for( std::list< cEntity** >::iterator itr = m_References.begin(); itr != m_References.end(); ++itr )
|
||||
{
|
||||
*(*itr) = 0; // Set referenced pointer to 0
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for( std::list< cEntity** >::iterator itr = m_References.begin(); itr != m_References.end(); ++itr )
|
||||
{
|
||||
cEntity* Ptr = (*(*itr));
|
||||
if( Ptr ) Ptr->Dereference( *(*itr) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void cReferenceManager::AddReference( cEntity*& a_EntityPtr )
|
||||
{
|
||||
m_References.push_back( &a_EntityPtr );
|
||||
}
|
||||
|
||||
void cReferenceManager::Dereference( cEntity*& a_EntityPtr )
|
||||
{
|
||||
m_References.remove( &a_EntityPtr );
|
||||
}
|
@ -1,34 +0,0 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cEntity;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cReferenceManager
|
||||
{
|
||||
public:
|
||||
enum ENUM_REFERENCE_MANAGER_TYPE
|
||||
{
|
||||
RFMNGR_REFERENCERS,
|
||||
RFMNGR_REFERENCES,
|
||||
};
|
||||
cReferenceManager( ENUM_REFERENCE_MANAGER_TYPE a_Type );
|
||||
~cReferenceManager();
|
||||
|
||||
void AddReference( cEntity*& a_EntityPtr );
|
||||
void Dereference( cEntity*& a_EntityPtr );
|
||||
private:
|
||||
ENUM_REFERENCE_MANAGER_TYPE m_Type;
|
||||
std::list< cEntity** > m_References;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
@ -194,7 +194,7 @@ bool cServer::InitServer(cIniFile & a_SettingsIni)
|
||||
m_PlayerCount = 0;
|
||||
m_PlayerCountDiff = 0;
|
||||
|
||||
m_FaviconData = Base64Encode(cFile::ReadWholeFile("favicon.png")); // Will return empty string if file nonexistant; client doesn't mind
|
||||
m_FaviconData = Base64Encode(cFile::ReadWholeFile(FILE_IO_PREFIX + AString("favicon.png"))); // Will return empty string if file nonexistant; client doesn't mind
|
||||
|
||||
if (m_bIsConnected)
|
||||
{
|
||||
|
@ -234,7 +234,11 @@ cWorld::cWorld(const AString & a_WorldName) :
|
||||
m_WorldName(a_WorldName),
|
||||
m_IniFileName(m_WorldName + "/world.ini"),
|
||||
m_StorageSchema("Default"),
|
||||
#ifdef _arm_
|
||||
m_StorageCompressionFactor(0),
|
||||
#else
|
||||
m_StorageCompressionFactor(6),
|
||||
#endif
|
||||
m_IsSpawnExplicitlySet(false),
|
||||
m_WorldAgeSecs(0),
|
||||
m_TimeOfDaySecs(0),
|
||||
@ -2419,7 +2423,7 @@ bool cWorld::FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCa
|
||||
|
||||
|
||||
// TODO: This interface is dangerous!
|
||||
cPlayer * cWorld::FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit)
|
||||
cPlayer * cWorld::FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit, bool a_CheckLineOfSight)
|
||||
{
|
||||
cTracer LineOfSight(this);
|
||||
|
||||
@ -2434,7 +2438,12 @@ cPlayer * cWorld::FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit)
|
||||
|
||||
if (Distance < ClosestDistance)
|
||||
{
|
||||
if (!LineOfSight.Trace(a_Pos,(Pos - a_Pos),(int)(Pos - a_Pos).Length()))
|
||||
if (a_CheckLineOfSight && !LineOfSight.Trace(a_Pos,(Pos - a_Pos),(int)(Pos - a_Pos).Length()))
|
||||
{
|
||||
ClosestDistance = Distance;
|
||||
ClosestPlayer = *itr;
|
||||
}
|
||||
else
|
||||
{
|
||||
ClosestDistance = Distance;
|
||||
ClosestPlayer = *itr;
|
||||
|
@ -239,7 +239,7 @@ public:
|
||||
bool FindAndDoWithPlayer(const AString & a_PlayerNameHint, cPlayerListCallback & a_Callback); // >> EXPORTED IN MANUALBINDINGS <<
|
||||
|
||||
// TODO: This interface is dangerous - rewrite to DoWithClosestPlayer(pos, sight, action)
|
||||
cPlayer * FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit);
|
||||
cPlayer * FindClosestPlayer(const Vector3f & a_Pos, float a_SightLimit, bool a_CheckLineOfSight = true);
|
||||
|
||||
void SendPlayerList(cPlayer * a_DestPlayer); // Sends playerlist to the player
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user