#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "AggressiveMonster.h" #include "../World.h" #include "../Entities/Player.h" #include "../LineBlockTracer.h" cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) : super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height) { m_EMPersonality = AGGRESSIVE; } // What to do if in Chasing State void cAggressiveMonster::InStateChasing(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::InStateChasing(a_Dt, a_Chunk); if (GetTarget() != nullptr) { MoveToPosition(GetTarget()->GetPosition()); } } void cAggressiveMonster::EventSeePlayer(cPlayer * a_Player, cChunk & a_Chunk) { if (!a_Player->CanMobsTarget()) { return; } super::EventSeePlayer(a_Player, a_Chunk); m_EMState = CHASING; } void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } if (m_EMState == CHASING) { CheckEventLostPlayer(); } else { CheckEventSeePlayer(a_Chunk); } auto target = GetTarget(); if (target == nullptr) { return; } // TODO: Currently all mobs see through lava, but only Nether-native mobs should be able to. Vector3d MyHeadPosition = GetPosition() + Vector3d(0, GetHeight(), 0); Vector3d TargetPosition = target->GetPosition() + Vector3d(0, target->GetHeight(), 0); if ( TargetIsInRange() && cLineBlockTracer::LineOfSightTrace(*GetWorld(), MyHeadPosition, TargetPosition, cLineBlockTracer::losAirWaterLava) && (GetHealth() > 0.0) ) { // Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls) Attack(a_Dt); } } bool cAggressiveMonster::Attack(std::chrono::milliseconds a_Dt) { if ((GetTarget() == nullptr) || (m_AttackCoolDownTicksLeft != 0)) { return false; } // Setting this higher gives us more wiggle room for attackrate ResetAttackCooldown(); GetTarget()->TakeDamage(dtMobAttack, this, m_AttackDamage, 0); return true; }