47c0b48bfd
* Replace DoWithNearestPlayer with bounding box search (avoid iterating through all players in world). * Do line-of-sight checks from eye-to-eye. + Added LOS and LOS lost timer to target lost checks, in addition to distance.
104 lines
2.2 KiB
C++
104 lines
2.2 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 "../LineBlockTracer.h"
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cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, const AString & a_SoundAmbient, double a_Width, double a_Height) :
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Super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_SoundAmbient, 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(cPlayer * a_Player, cChunk & a_Chunk)
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{
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Super::EventSeePlayer(a_Player, a_Chunk);
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m_EMState = CHASING;
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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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// Set or clear m_Target depending on rules for this Monster:
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if (m_EMState == CHASING)
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{
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CheckEventLostPlayer(a_Dt);
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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 (
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(GetTarget() != nullptr) &&
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TargetIsInRange() &&
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cLineBlockTracer::LineOfSightTrace(
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*GetWorld(),
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GetPosition().addedY(GetHeight()),
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GetTarget()->GetPosition().addedY(GetTarget()->GetHeight()),
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cLineBlockTracer::losAirWaterLava // TODO: Currently all mobs see through lava, but only Nether-native mobs should be able to.
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) &&
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(GetHealth() > 0.0)
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)
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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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double KnockbackAmount = 9;
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GetTarget()->TakeDamage(dtMobAttack, this, m_AttackDamage, KnockbackAmount);
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return true;
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}
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