#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Enderman.h" #include "../Entities/Player.h" #include "../LineBlockTracer.h" //////////////////////////////////////////////////////////////////////////////// // cPlayerLookCheck class cPlayerLookCheck { public: cPlayerLookCheck(Vector3d a_EndermanPos, int a_SightDistance) : m_Player(nullptr), m_EndermanPos(a_EndermanPos), m_SightDistance(a_SightDistance) { } bool operator () (cPlayer & a_Player) { // Don't check players who cannot be targeted if (!a_Player.CanMobsTarget()) { return false; } // Don't check players who are more than SightDistance (64) blocks away auto Direction = m_EndermanPos - a_Player.GetPosition(); 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; } // If the player's crosshair is within 5 degrees of the enderman, it counts as looking auto LookVector = a_Player.GetLookVector(); auto dot = Direction.Dot(LookVector); if (dot <= cos(0.09)) // 0.09 rad ~ 5 degrees { return false; } // TODO: Check if endermen are angered through water in Vanilla if (!cLineBlockTracer::LineOfSightTrace(*a_Player.GetWorld(), m_EndermanPos, a_Player.GetPosition(), 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_EndermanPos; int m_SightDistance; } ; cEnderman::cEnderman(void) : super("Enderman", mtEnderman, "entity.endermen.hurt", "entity.endermen.death", 0.5, 2.9), 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(), m_SightDistance); if (m_World->ForEachPlayer(Callback)) { return; } ASSERT(Callback.GetPlayer() != nullptr); if (!CheckLight()) { // Insufficient light for enderman to become aggravated // TODO: Teleport to a suitable location return; } if (!Callback.GetPlayer()->CanMobsTarget()) { return; } // Target the player cMonster::EventSeePlayer(Callback.GetPlayer(), a_Chunk); m_EMState = CHASING; m_bIsScreaming = true; GetWorld()->BroadcastEntityMetadata(*this); } void cEnderman::CheckEventLostPlayer(void) { super::CheckEventLostPlayer(); if (!CheckLight()) { EventLosePlayer(); } } void cEnderman::EventLosePlayer() { super::EventLosePlayer(); m_bIsScreaming = false; GetWorld()->BroadcastEntityMetadata(*this); } bool cEnderman::CheckLight() { int ChunkX, ChunkZ; cChunkDef::BlockToChunk(POSX_TOINT, POSZ_TOINT, ChunkX, ChunkZ); // Check if the chunk the enderman is in is lit if (!m_World->IsChunkLighted(ChunkX, ChunkZ)) { m_World->QueueLightChunk(ChunkX, ChunkZ); return true; } // Enderman only attack if the skylight is lower or equal to 8 if (m_World->GetBlockSkyLight(POSX_TOINT, POSY_TOINT, POSZ_TOINT) - GetWorld()->GetSkyDarkness() > 8) { return false; } return true; } 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; } // Take damage when wet, drowning damage seems to be most appropriate if ( cChunkDef::IsValidHeight(POSY_TOINT) && (GetWorld()->IsWeatherWetAtXYZ(GetPosition().Floor()) || IsInWater()) ) { EventLosePlayer(); TakeDamage(dtDrowning, nullptr, 1, 0); // TODO teleport to a safe location } }