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AI - Sane Skeleton

This commit is contained in:
SafwatHalaby 2015-05-28 17:45:47 +03:00
parent a253f8d1a2
commit f1540173da
5 changed files with 32 additions and 19 deletions

View File

@ -84,7 +84,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFa
int X = BlockHit.x, Y = BlockHit.y, Z = BlockHit.z;
m_HitBlockPos = Vector3i(X, Y, Z);
// Broadcast arrow hit sound
m_World->BroadcastSoundEffect("random.bowhit", (double)X, (double)Y, (double)Z, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
@ -115,7 +115,7 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
Damage += ExtraDamage;
}
int KnockbackAmount = 1;
// int KnockbackAmount = 1;
int PunchLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPunch);
if (PunchLevel > 0)
{
@ -130,8 +130,9 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
a_EntityHit.SetSpeed(FinalSpeed);
}
a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, KnockbackAmount);
// a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, KnockbackAmount); // TODO fix knockback.
a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 0); // Until knockback is fixed.
if (IsOnFire() && !a_EntityHit.IsSubmerged() && !a_EntityHit.IsSwimming())
{
a_EntityHit.StartBurning(100);
@ -139,7 +140,7 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
// Broadcast successful hit sound
GetWorld()->BroadcastSoundEffect("random.successful_hit", GetPosX(), GetPosY(), GetPosZ(), 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
Destroy();
}
@ -176,7 +177,7 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
m_Timer += a_Dt;
if (m_bIsCollected)
{
if (m_Timer > std::chrono::milliseconds(500))
@ -190,7 +191,7 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
Destroy();
return;
}
if (m_IsInGround)
{
if (!m_HasTeleported) // Sent a teleport already, don't do again
@ -205,17 +206,17 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
m_HitGroundTimer += a_Dt;
}
}
int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width;
int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width;
cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ);
if (Chunk == nullptr)
{
// Inside an unloaded chunk, abort
return;
}
if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed?
{
m_IsInGround = false; // Yes, begin simulating physics again

View File

@ -80,9 +80,10 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
Vector3d AttackDirection(m_Target->GetPosition() + Vector3d(0, m_Target->GetHeight(), 0) - MyHeadPosition);
if (ReachedFinalDestination() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())))
if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())))
{
// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
StopMovingToPosition();
Attack(a_Dt);
}
}

View File

@ -517,8 +517,15 @@ void cMonster::SetPitchAndYawFromDestination()
}
Vector3d BodyDistance = m_NextWayPointPosition - GetPosition();
Vector3d BodyDistance;
if (!m_IsFollowingPath && (m_Target != nullptr))
{
BodyDistance = m_Target->GetPosition() - GetPosition();
}
else
{
BodyDistance = m_NextWayPointPosition - GetPosition();
}
double BodyRotation, BodyPitch;
BodyDistance.Normalize();
VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch);

View File

@ -193,13 +193,16 @@ protected:
If no suitable position is found, returns cChunkDef::Height. */
int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
/** Returns if the ultimate, final destination has been reached */
bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); }
/** Returns if the ultimate, final destination has been reached. */
bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).Length() < GetWidth()/2); }
/** Returns whether or not the target is close enough for attack. */
bool TargetIsInRange(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); }
/** Returns if the intermediate waypoint of m_NextWayPointPosition has been reached */
bool ReachedNextWaypoint(void) { return ((m_NextWayPointPosition - GetPosition()).SqrLength() < 0.25); }
/** Returns if a monster can reach a given height by jumping */
/** Returns if a monster can reach a given height by jumping. */
inline bool DoesPosYRequireJump(int a_PosY)
{
return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1));

View File

@ -50,12 +50,13 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
void cSkeleton::Attack(std::chrono::milliseconds a_Dt)
{
cFastRandom Random;
m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
if ((m_Target != nullptr) && (m_AttackInterval > 3.0))
{
// Setting this higher gives us more wiggle room for attackrate
Vector3d Speed = GetLookVector() * 20;
Speed.y = Speed.y + 1;
Vector3d Inaccuracy = Vector3d(Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25);
Vector3d Speed = (m_Target->GetPosition() + Inaccuracy - GetPosition()) * 5;
Speed.y = Speed.y - 1 + Random.NextInt(3);
cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
if (Arrow == nullptr)
{