104 lines
2.1 KiB
C++
104 lines
2.1 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "AggressiveMonster.h"
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#include "../World.h"
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#include "../Entities/Player.h"
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#include "../Tracer.h"
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cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
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super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height)
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{
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m_EMPersonality = AGGRESSIVE;
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}
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// What to do if in Chasing State
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void cAggressiveMonster::InStateChasing(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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super::InStateChasing(a_Dt, a_Chunk);
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if (GetTarget() != nullptr)
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{
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MoveToPosition(GetTarget()->GetPosition());
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}
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}
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void cAggressiveMonster::EventSeePlayer(cEntity * a_Entity, cChunk & a_Chunk)
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{
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if (!static_cast<cPlayer *>(a_Entity)->IsGameModeCreative())
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{
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super::EventSeePlayer(a_Entity, a_Chunk);
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m_EMState = CHASING;
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}
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}
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void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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if (!IsTicking())
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{
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// The base class tick destroyed us
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return;
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}
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if (m_EMState == CHASING)
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{
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CheckEventLostPlayer();
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}
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else
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{
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CheckEventSeePlayer(a_Chunk);
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}
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if (GetTarget() == nullptr)
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{
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return;
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}
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cTracer LineOfSight(GetWorld());
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Vector3d MyHeadPosition = GetPosition() + Vector3d(0, GetHeight(), 0);
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Vector3d AttackDirection(GetTarget()->GetPosition() + Vector3d(0, GetTarget()->GetHeight(), 0) - MyHeadPosition);
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if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())) && (GetHealth() > 0.0))
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{
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// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
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Attack(a_Dt);
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}
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}
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bool cAggressiveMonster::Attack(std::chrono::milliseconds a_Dt)
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{
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if ((GetTarget() == nullptr) || (m_AttackCoolDownTicksLeft != 0))
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{
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return false;
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}
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// Setting this higher gives us more wiggle room for attackrate
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ResetAttackCooldown();
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GetTarget()->TakeDamage(dtMobAttack, this, m_AttackDamage, 0);
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return true;
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}
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