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AI - Improved Mob Jumping

This commit is contained in:
wiseoldman95 2015-05-02 21:22:28 +03:00
parent 9226bdbd4c
commit d68b75a679
2 changed files with 16 additions and 5 deletions

View File

@ -80,6 +80,7 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
, m_GiveUpCounter(0)
, m_bMovingToDestination(false)
, m_LastGroundHeight(POSY_TOINT)
, m_JumpCoolDown(0)
, m_IdleInterval(0)
, m_DestroyTimer(0)
, m_MobType(a_MobType)
@ -286,12 +287,21 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
if (m_bOnGround)
{
if (DoesPosYRequireJump((int)floor(m_Destination.y)))
if (m_JumpCoolDown == 0)
{
m_bOnGround = false;
// TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport
AddPosY(1.2); // Jump!!
if (DoesPosYRequireJump(static_cast<int>(floor(m_Destination.y))))
{
m_bOnGround = false;
m_JumpCoolDown = 20;
// TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport
AddPosY(1.6); // Jump!!
SetSpeedX(3.2 * (m_Destination.x - GetPosition().x)); // Move forward in a preset speed.
SetSpeedZ(3.2 * (m_Destination.z - GetPosition().z)); // The numbers were picked based on trial and error and 1.6 and 3.2 are perfect.
}
}
else
{
--m_JumpCoolDown;
}
}

View File

@ -217,6 +217,7 @@ protected:
virtual void HandleFalling(void);
int m_LastGroundHeight;
int m_JumpCoolDown;
/* =========================== */