Merge pull request #1930 from SafwatHalaby/AI_Jump
AI - Improved Mob Jumping
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commit
f96f9dae66
@ -80,6 +80,7 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
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, m_GiveUpCounter(0)
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, m_bMovingToDestination(false)
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, m_LastGroundHeight(POSY_TOINT)
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, m_JumpCoolDown(0)
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, m_IdleInterval(0)
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, m_DestroyTimer(0)
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, m_MobType(a_MobType)
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@ -286,12 +287,21 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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if (m_bOnGround)
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{
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if (DoesPosYRequireJump((int)floor(m_Destination.y)))
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if (m_JumpCoolDown == 0)
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{
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if (DoesPosYRequireJump(static_cast<int>(floor(m_Destination.y))))
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{
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m_bOnGround = false;
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m_JumpCoolDown = 20;
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// TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport
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AddPosY(1.2); // Jump!!
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AddPosY(1.6); // Jump!!
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SetSpeedX(3.2 * (m_Destination.x - GetPosition().x)); // Move forward in a preset speed.
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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.
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}
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}
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else
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{
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--m_JumpCoolDown;
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}
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}
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@ -217,6 +217,7 @@ protected:
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virtual void HandleFalling(void);
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int m_LastGroundHeight;
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int m_JumpCoolDown;
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/* =========================== */
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