#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Chunk.h" #include "Enderman.h" #include "../Entities/Player.h" #include "../LineBlockTracer.h" //////////////////////////////////////////////////////////////////////////////// // cPlayerLookCheck class cPlayerLookCheck { public: cPlayerLookCheck(Vector3d a_EndermanHeadPosition, int a_SightDistance) : m_Player(nullptr), m_EndermanHeadPosition(a_EndermanHeadPosition), m_SightDistance(a_SightDistance) { } bool operator () (cPlayer & a_Player) { // Don't check players who cannot be targeted if (!a_Player.CanMobsTarget()) { return false; } const auto PlayerHeadPosition = a_Player.GetPosition().addedY(a_Player.GetHeight()); const auto Direction = m_EndermanHeadPosition - PlayerHeadPosition; // Don't check players who are more than SightDistance (64) blocks away: if (Direction.Length() > m_SightDistance) { return false; } // Don't check if the player has a pumpkin on his head: if (a_Player.GetEquippedHelmet().m_ItemType == E_BLOCK_PUMPKIN) { return false; } const auto LookVector = a_Player.GetLookVector(); // Note: ||LookVector|| is always 1. const auto Cosine = Direction.Dot(LookVector) / Direction.Length(); // a.b / (||a|| * ||b||) // If the player's crosshair is within 5 degrees of the enderman, it counts as looking: if ((Cosine < std::cos(0.09)) || (Cosine > std::cos(0))) // 0.09 rad ~ 5 degrees { return false; } // TODO: Check if endermen are angered through water in Vanilla if (!cLineBlockTracer::LineOfSightTrace(*a_Player.GetWorld(), m_EndermanHeadPosition, PlayerHeadPosition, cLineBlockTracer::losAirWater)) { // No direct line of sight return false; } m_Player = &a_Player; return true; } cPlayer * GetPlayer(void) const { return m_Player; } protected: cPlayer * m_Player; Vector3d m_EndermanHeadPosition; int m_SightDistance; } ; cEnderman::cEnderman(void) : Super("Enderman", mtEnderman, "entity.endermen.hurt", "entity.endermen.death", "entity.endermen.ambient", 0.6f, 2.9f), m_bIsScreaming(false), m_CarriedBlock(E_BLOCK_AIR), m_CarriedMeta(0) { } void cEnderman::GetDrops(cItems & a_Drops, cEntity * a_Killer) { unsigned int LootingLevel = 0; if (a_Killer != nullptr) { LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting); } AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_ENDER_PEARL); } void cEnderman::CheckEventSeePlayer(cChunk & a_Chunk) { if (GetTarget() != nullptr) { return; } cPlayerLookCheck Callback(GetPosition().addedY(GetHeight()), m_SightDistance); if (m_World->ForEachPlayer(Callback)) { return; } ASSERT(Callback.GetPlayer() != nullptr); // Target the player: cAggressiveMonster::EventSeePlayer(Callback.GetPlayer(), a_Chunk); m_bIsScreaming = true; GetWorld()->BroadcastEntityMetadata(*this); } void cEnderman::EventLosePlayer() { Super::EventLosePlayer(); m_bIsScreaming = false; GetWorld()->BroadcastEntityMetadata(*this); } void cEnderman::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { Super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } PREPARE_REL_AND_CHUNK(GetPosition().Floor(), a_Chunk); if (!RelSuccess) { return; } // Take damage when wet: if (IsInWater() || Chunk->IsWeatherWetAt(Rel)) { EventLosePlayer(); TakeDamage(dtEnvironment, nullptr, 1, 0); // TODO teleport to a safe location } }