#pragma once #include "../Entities/Pawn.h" #include "../Defines.h" #include "../BlockID.h" #include "../Item.h" #include "../Enchantments.h" #include "MonsterTypes.h" class cClientHandle; class cWorld; // Fwd: cPath enum class ePathFinderStatus; class cPath; // tolua_begin class cMonster : public cPawn { typedef cPawn super; public: enum eFamily { mfHostile = 0, // Spider, Zombies ... mfPassive = 1, // Cows, Pigs mfAmbient = 2, // Bats mfWater = 3, // Squid, Guardian mfNoSpawn, mfUnhandled, // Nothing. Be sure this is the last and the others are in order } ; // 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, double a_Width, double a_Height); CLASS_PROTODEF(cMonster) 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; /** Engage pathfinder and tell it to calculate a path to a given position, and move the mobile accordingly Currently, the mob will only start moving to a new position after the position it is currently going to is reached. */ 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(void); virtual void EventSeePlayer(cEntity * a_Player); /** 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 is undead (skeleton, zombie, etc.) */ virtual bool IsUndead(void); virtual void EventLosePlayer(void); virtual void CheckEventLostPlayer(void); virtual void InStateIdle (std::chrono::milliseconds a_Dt); virtual void InStateChasing (std::chrono::milliseconds a_Dt); virtual void InStateEscaping(std::chrono::milliseconds a_Dt); int GetAttackRate() { return static_cast(m_AttackRate); } void SetAttackRate(float a_AttackRate) { m_AttackRate = a_AttackRate; } void SetAttackRange(int 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; } /** Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick */ void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; } 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; } char GetAge (void) const { return m_Age; } void SetAge(char 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); /** Returns the spawn delay (number of game ticks between spawn attempts) for the given mob family */ static int GetSpawnDelay(cMonster::eFamily a_MobFamily); // tolua_end /** 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 cMonster * NewMonsterFromType(eMonsterType a_MobType); protected: /** A pointer to the entity this mobile is aiming to reach */ cEntity * m_Target; cPath * m_Path; // TODO unique ptr /** Stores if mobile is currently moving towards the ultimate, final destination */ bool m_IsFollowingPath; /* If 0, will give up reaching the next m_NextWayPointPosition and will re-compute path. */ int m_GiveUpCounter; int m_TicksSinceLastPathReset; /** Coordinates of the next position that should be reached */ Vector3d m_NextWayPointPosition; /** Coordinates for the ultimate, final destination. */ Vector3d m_FinalDestination; /** Coordinates for the ultimate, final destination last given to the pathfinder. */ Vector3d m_PathFinderDestination; /** True if there's no path to target and we're walking to an approximated location. */ bool m_NoPathToTarget; /** Whether The mob has finished their path, note that this does not imply reaching the destination, the destination may sometimes differ from the current path. */ bool m_NoMoreWayPoints; /** 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()).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. */ inline bool DoesPosYRequireJump(int a_PosY) { return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1)); } /** Finds the next place to go by calculating a path and setting the m_NextWayPointPosition variable for the next block to head to This is based on the ultimate, final destination and the current position, as well as the A* algorithm, and any environmental hazards Returns if a path is ready, and therefore if the mob should move to m_NextWayPointPosition */ bool TickPathFinding(cChunk & a_Chunk); /** Move in a straight line to the next waypoint in the path, will jump if needed. */ void MoveToWayPoint(cChunk & a_Chunk); /** Ensures the destination is not buried underground or under water. Also ensures the destination is not in the air. Only the Y coordinate of m_FinalDestination might be changed. 1. If m_FinalDestination is the position of a water block, m_FinalDestination's Y will be modified to point to the heighest water block in the pool in the current column. 2. If m_FinalDestination is the position of a solid, m_FinalDestination's Y will be modified to point to the first airblock above the solid in the current column. 3. If m_FinalDestination is the position of an air block, Y will keep decreasing until hitting either a solid or water. Now either 1 or 2 is performed. */ bool EnsureProperDestination(cChunk & a_Chunk); /** Resets a pathfinding task, be it due to failure or something else Resets the pathfinder. If m_IsFollowingPath is true, TickPathFinding starts a brand new path. Should only be called by the pathfinder, cMonster::Tick or StopMovingToPosition. */ void ResetPathFinding(void); /** Stops pathfinding Calls ResetPathFinding and sets m_IsFollowingPath to false */ void StopMovingToPosition(); /** Sets the body yaw and head yaw / pitch based on next / ultimate destinations */ void SetPitchAndYawFromDestination(void); virtual void HandleFalling(void); int m_LastGroundHeight; 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; float m_AttackRate; int m_AttackDamage; int m_AttackRange; float m_AttackInterval; int m_SightDistance; 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; char m_Age; /** 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); } ; // tolua_export