#pragma once #include "../Entities/Pawn.h" #include "../UUID.h" #include "MonsterTypes.h" #include "PathFinder.h" class cItem; class cClientHandle; // tolua_begin class cMonster: public cPawn { // tolua_end using Super = cPawn; // tolua_begin public: enum eFamily { mfHostile = 0, // Spider, Zombies ... mfPassive = 1, // Cows, Pigs mfAmbient = 2, // Bats mfWater = 3, // Squid, Guardian mfNoSpawn } ; // tolua_end enum MState{ATTACKING, IDLE, CHASING, ESCAPING} m_EMState; enum MPersonality{PASSIVE, AGGRESSIVE, COWARDLY} m_EMPersonality; /** Creates the mob object. If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig() a_MobType is the type of the mob (also used in the protocol ( http://wiki.vg/Entities#Mobs 2012_12_22)) a_SoundHurt and a_SoundDeath are assigned into m_SoundHurt and m_SoundDeath, respectively */ cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, const AString & a_SoundAmbient, float a_Width, float a_Height); CLASS_PROTODEF(cMonster) virtual void OnRemoveFromWorld(cWorld & a_World) override; virtual void SpawnOn(cClientHandle & a_ClientHandle) override; virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override; virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override; virtual void KilledBy(TakeDamageInfo & a_TDI) override; virtual void OnRightClicked(cPlayer & a_Player) override; virtual void HandleFalling(void) override; /** Engage pathfinder and tell it to calculate a path to a given position, and move the mob accordingly. */ virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export // tolua_begin eMonsterType GetMobType(void) const { return m_MobType; } eFamily GetMobFamily(void) const; // tolua_end virtual void CheckEventSeePlayer(cChunk & a_Chunk); virtual void EventSeePlayer(cPlayer * a_Player, cChunk & a_Chunk); // tolua_begin /** Returns whether the mob can be leashed. */ bool CanBeLeashed() const { return m_CanBeLeashed; } /** Sets whether the mob can be leashed, for extensibility in plugins */ void SetCanBeLeashed(bool a_CanBeLeashed) { m_CanBeLeashed = a_CanBeLeashed; } /** Returns whether the monster is leashed to an entity. */ bool IsLeashed() const { return (m_LeashedTo != nullptr); } /** Leash the monster to an entity. */ void LeashTo(cEntity & a_Entity, bool a_ShouldBroadcast = true); /** Unleash the monster. Overload for the Unleash(bool, bool) function for plugins */ void Unleash(bool a_ShouldDropLeashPickup); /** Returns the entity to where this mob is leashed, returns nullptr if it's not leashed */ cEntity * GetLeashedTo() const { return m_LeashedTo; } // tolua_end /** Unleash the monster. */ void Unleash(bool a_ShouldDropLeashPickup, bool a_ShouldBroadcast); /** Sets entity position to where is leashed this mob */ void SetLeashToPos(Vector3d * pos) { m_LeashToPos = std::unique_ptr(pos); } /** Gets entity position to where mob should be leashed */ Vector3d * GetLeashToPos() const { return m_LeashToPos.get(); } /** Reads the monster configuration for the specified monster name and assigns it to this object. */ void GetMonsterConfig(const AString & a_Name); /** Returns whether this mob spawns in the Nether in Vanilla. This is a fixed value and is not affected by custom mob spawning settings. */ virtual bool IsNetherNative(void); /** Returns whether this mob is undead (skeleton, zombie, etc.) */ virtual bool IsUndead(void); virtual void EventLosePlayer(void); virtual void CheckEventLostPlayer(std::chrono::milliseconds a_Dt); virtual void InStateIdle (std::chrono::milliseconds a_Dt, cChunk & a_Chunk); virtual void InStateChasing (std::chrono::milliseconds a_Dt, cChunk & a_Chunk); virtual void InStateEscaping(std::chrono::milliseconds a_Dt, cChunk & a_Chunk); double GetAttackRate() { return m_AttackRate; } void SetAttackRate(double a_AttackRate) { m_AttackRate = a_AttackRate; } void SetAttackRange(double a_AttackRange) { m_AttackRange = a_AttackRange; } void SetAttackDamage(int a_AttackDamage) { m_AttackDamage = a_AttackDamage; } void SetSightDistance(int a_SightDistance) { m_SightDistance = a_SightDistance; } float GetDropChanceWeapon() { return m_DropChanceWeapon; } float GetDropChanceHelmet() { return m_DropChanceHelmet; } float GetDropChanceChestplate() { return m_DropChanceChestplate; } float GetDropChanceLeggings() { return m_DropChanceLeggings; } float GetDropChanceBoots() { return m_DropChanceBoots; } bool CanPickUpLoot() { return m_CanPickUpLoot; } void SetDropChanceWeapon(float a_DropChanceWeapon) { m_DropChanceWeapon = a_DropChanceWeapon; } void SetDropChanceHelmet(float a_DropChanceHelmet) { m_DropChanceHelmet = a_DropChanceHelmet; } void SetDropChanceChestplate(float a_DropChanceChestplate) { m_DropChanceChestplate = a_DropChanceChestplate; } void SetDropChanceLeggings(float a_DropChanceLeggings) { m_DropChanceLeggings = a_DropChanceLeggings; } void SetDropChanceBoots(float a_DropChanceBoots) { m_DropChanceBoots = a_DropChanceBoots; } void SetCanPickUpLoot(bool a_CanPickUpLoot) { m_CanPickUpLoot = a_CanPickUpLoot; } void ResetAttackCooldown(); void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; } // tolua_export bool BurnsInDaylight() const { return m_BurnsInDaylight; } // tolua_export double GetRelativeWalkSpeed(void) const { return m_RelativeWalkSpeed; } // tolua_export void SetRelativeWalkSpeed(double a_WalkSpeed) { m_RelativeWalkSpeed = a_WalkSpeed; } // tolua_export // Overridables to handle ageable mobs virtual bool IsTame (void) const { return false; } virtual bool IsSitting (void) const { return false; } // tolua_begin bool IsBaby (void) const { return m_Age < 0; } int GetAge (void) const { return m_Age; } void SetAge(int a_Age) { m_Age = a_Age; } // tolua_end // tolua_begin /** Returns true if the monster has a custom name. */ bool HasCustomName(void) const { return !m_CustomName.empty(); } /** Gets the custom name of the monster. If no custom name is set, the function returns an empty string. */ const AString & GetCustomName(void) const { return m_CustomName; } /** Sets the custom name of the monster. You see the name over the monster. If you want to disable the custom name, simply set an empty string. */ void SetCustomName(const AString & a_CustomName); /** Is the custom name of this monster always visible? If not, you only see the name when you sight the mob. */ bool IsCustomNameAlwaysVisible(void) const { return m_CustomNameAlwaysVisible; } /** Sets the custom name visiblity of this monster. If it's false, you only see the name when you sight the mob. If it's true, you always see the custom name. */ void SetCustomNameAlwaysVisible(bool a_CustomNameAlwaysVisible); /** Translates MobType enum to a string, empty string if unknown */ static AString MobTypeToString(eMonsterType a_MobType); /** Translates MobType enum to the vanilla name of the mob, empty string if unknown. */ static AString MobTypeToVanillaName(eMonsterType a_MobType); /** Translates MobType string to the enum, mtInvalidType if not recognized */ static eMonsterType StringToMobType(const AString & a_MobTypeName); /** Returns the mob family based on the type */ static eFamily FamilyFromType(eMonsterType a_MobType); // tolua_end /** Returns the spawn delay (number of game ticks between spawn attempts) for the given mob family */ static cTickTime GetSpawnDelay(cMonster::eFamily a_MobFamily); /** Translates the MobType enum to the vanilla nbt name */ static AString MobTypeToVanillaNBT(eMonsterType a_MobType); /** Sets the target that this mob will chase. Pass a nullptr to unset. */ void SetTarget (cPawn * a_NewTarget); /** Unset the target without notifying the target entity. Do not use this, use SetTarget(nullptr) instead. This is only used by cPawn internally. */ void UnsafeUnsetTarget(); /** Returns the current target. */ cPawn * GetTarget(); /** Creates a new object of the specified mob. a_MobType is the type of the mob to be created Asserts and returns null if mob type is not specified */ static std::unique_ptr NewMonsterFromType(eMonsterType a_MobType); /** Returns if this mob last target was a player to avoid destruction on player quit */ bool WasLastTargetAPlayer() const { return m_WasLastTargetAPlayer; } /* the breeding processing */ /** Returns the items that the animal of this class follows when a player holds it in hand. */ virtual void GetFollowedItems(cItems & a_Items) { } /** Returns the items that make the animal breed - this is usually the same as the ones that make the animal follow, but not necessarily. */ virtual void GetBreedingItems(cItems & a_Items) { GetFollowedItems(a_Items); } /** Called after the baby is born, allows the baby to inherit the parents' properties (color, etc.) */ virtual void InheritFromParents(cMonster * a_Parent1, cMonster * a_Parent2) { } /** Returns the partner which the monster is currently mating with. */ cMonster * GetPartner(void) const { return m_LovePartner; } /** Start the mating process. Causes the monster to keep bumping into the partner until m_MatingTimer reaches zero. */ void EngageLoveMode(cMonster * a_Partner); /** Finish the mating process. Called after a baby is born. Resets all breeding related timers and sets m_LoveCooldown to 20 minutes. */ void ResetLoveMode(); /** Returns whether the monster has just been fed and is ready to mate. If this is "true" and GetPartner isn't "nullptr", then the monster is mating. */ bool IsInLove() const { return (m_LoveTimer > 0); } /** Returns whether the monster is tired of breeding and is in the cooldown state. */ bool IsInLoveCooldown() const { return (m_LoveCooldown > 0); } /** Does the whole love and breeding processing */ void LoveTick(void); /** Right click call to process feeding */ void RightClickFeed(cPlayer & a_Player); protected: /** The pathfinder instance handles pathfinding for this monster. */ cPathFinder m_PathFinder; /** Stores if pathfinder is being used - set when final destination is set, and unset when stopped moving to final destination */ bool m_PathfinderActivated; /** Coordinates of the next position that should be reached */ Vector3d m_NextWayPointPosition; /** Coordinates for the ultimate, final destination. */ Vector3d m_FinalDestination; /** Finds the lowest non-air block position (not the highest, as cWorld::GetHeight does) If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1 If current Y is solid, goes up to find first nonsolid block, and returns that. 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() < WAYPOINT_RADIUS * WAYPOINT_RADIUS); } /** Returns whether or not the target is close enough for attack. */ bool TargetIsInRange(void) { ASSERT(GetTarget() != nullptr); return ((GetTarget()->GetPosition() - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); } /** Returns whether the monster needs to jump to reach a given height. */ inline bool DoesPosYRequireJump(double a_PosY) { return (a_PosY > GetPosY() + 0.8); // Assume that differences up to 0.8 blocks can be walked instead of jumped } /** Move in a straight line to the next waypoint in the path, will jump if needed. */ void MoveToWayPoint(cChunk & a_Chunk); /** Stops pathfinding. Calls ResetPathFinding and sets m_IsFollowingPath to false */ void StopMovingToPosition(); /** Sets the body yaw and head yaw */ void SetPitchAndYawFromDestination(bool a_IsFollowingPath); int m_JumpCoolDown; std::chrono::milliseconds m_IdleInterval; std::chrono::milliseconds m_DestroyTimer; eMonsterType m_MobType; AString m_CustomName; bool m_CustomNameAlwaysVisible; AString m_SoundHurt; AString m_SoundDeath; AString m_SoundAmbient; double m_AttackRate; int m_AttackDamage; double m_AttackRange; int m_AttackCoolDownTicksLeft; int m_SightDistance; std::chrono::milliseconds m_LoseSightAbandonTargetTimer; float m_DropChanceWeapon; float m_DropChanceHelmet; float m_DropChanceChestplate; float m_DropChanceLeggings; float m_DropChanceBoots; bool m_CanPickUpLoot; int m_TicksSinceLastDamaged; // How many ticks ago we were last damaged by a player? void HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn); bool WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk); bool m_BurnsInDaylight; double m_RelativeWalkSpeed; int m_AmbientSoundTimer; int m_Age; int m_AgingTimer; bool m_WasLastTargetAPlayer; /** Entity leashed to */ cEntity * m_LeashedTo; /** Entity pos where this mob was leashed to. Used when deserializing the chunk in order to make the mob find the leash knot. */ std::unique_ptr m_LeashToPos; /** Mob has ben leashed or unleashed in current player action. Avoids double actions on horses. */ bool m_IsLeashActionJustDone; /** Determines whether a monster can be leashed */ bool m_CanBeLeashed; /** Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops */ void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0); /** Adds a item a_Item with the chance of a_Chance (in percent) to itemdrops a_Drops */ void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0); /** Adds one rare item out of the list of rare items a_Items modified by the looting level a_LootingLevel(I-III or custom) to the itemdrop a_Drops */ void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, unsigned int a_LootingLevel); /** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if picked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop */ void AddRandomArmorDropItem(cItems & a_Drops, unsigned int a_LootingLevel); /** Adds weapon that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if picked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop */ void AddRandomWeaponDropItem(cItems & a_Drops, unsigned int a_LootingLevel); /* The breeding processing */ /** The monster's breeding partner. */ cMonster * m_LovePartner; /** Remembers the player is was last fed by for statistics tracking */ cUUID m_Feeder; /** If above 0, the monster is in love mode, and will breed if a nearby monster is also in love mode. Decrements by 1 per tick till reaching zero. */ int m_LoveTimer; /** If above 0, the monster is in cooldown mode and will refuse to breed. Decrements by 1 per tick till reaching zero. */ int m_LoveCooldown; /** The monster is engaged in mating, once this reaches zero, a baby will be born. Decrements by 1 per tick till reaching zero, then a baby is made and ResetLoveMode() is called. */ int m_MatingTimer; private: /** A pointer to the entity this mobile is aiming to reach. The validity of this pointer SHALL be guaranteed by the pointee; it MUST be reset when the pointee changes worlds or is destroyed. */ cPawn * m_Target; /** Leash calculations inside Tick function */ void CalcLeashActions(std::chrono::milliseconds a_Dt); } ; // tolua_export