#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "AggressiveMonster.h" #include "../World.h" #include "../Vector3f.h" #include "../Entities/Player.h" #include "../MersenneTwister.h" cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, char a_ProtocolMobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) : super(a_ConfigName, a_ProtocolMobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height), m_ChaseTime(999999) { m_EMPersonality = AGGRESSIVE; } // What to do if in Chasing State 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->GetGameMode() == 1) { m_EMState = IDLE; return; } } Vector3f Pos = Vector3f( GetPosition() ); Vector3f Their = Vector3f( m_Target->GetPosition() ); if ((Their - Pos).Length() <= m_AttackRange) { cMonster::Attack(a_Dt); } MoveToPosition(Their + Vector3f(0, 0.65f, 0)); } else if (m_ChaseTime > 5.f) { m_ChaseTime = 0; m_EMState = IDLE; } } void cAggressiveMonster::EventSeePlayer(cEntity * a_Entity) { super::EventSeePlayer(a_Entity); m_EMState = CHASING; } void cAggressiveMonster::Tick(float a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); m_SeePlayerInterval += a_Dt; if (m_SeePlayerInterval > 1) { 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(); } } } }