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.
81 lines
1.5 KiB
C++
81 lines
1.5 KiB
C++
|
|
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
|
|
|
|
#include "Spider.h"
|
|
|
|
#include "../World.h"
|
|
#include "../Entities/Player.h"
|
|
#include "../Chunk.h"
|
|
|
|
|
|
cSpider::cSpider(void) :
|
|
Super("Spider", mtSpider, "entity.spider.hurt", "entity.spider.death", "entity.spider.ambient", 1.4, 0.9)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSpider::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, 2 + LootingLevel, E_ITEM_STRING);
|
|
if ((a_Killer != nullptr) && (a_Killer->IsPlayer() || a_Killer->IsA("cWolf")))
|
|
{
|
|
AddRandomUncommonDropItem(a_Drops, 33.0f, E_ITEM_SPIDER_EYE);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSpider::EventSeePlayer(cPlayer * a_Player, cChunk & a_Chunk)
|
|
{
|
|
if (!GetWorld()->IsChunkLighted(GetChunkX(), GetChunkZ()))
|
|
{
|
|
return;
|
|
}
|
|
|
|
PREPARE_REL_AND_CHUNK(GetPosition(), a_Chunk);
|
|
if (!RelSuccess)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ((Chunk->GetSkyLightAltered(Rel.x, Rel.y, Rel.z) <= 11) && (Chunk->GetBlockLight(Rel.x, Rel.y, Rel.z) <= 11))
|
|
{
|
|
Super::EventSeePlayer(a_Player, a_Chunk);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cSpider::DoTakeDamage(TakeDamageInfo & a_TDI)
|
|
{
|
|
if (!Super::DoTakeDamage(a_TDI))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If the source of the damage is not from an pawn entity, switch to idle
|
|
if ((a_TDI.Attacker == nullptr) || !a_TDI.Attacker->IsPawn())
|
|
{
|
|
m_EMState = IDLE;
|
|
}
|
|
else
|
|
{
|
|
// If the source of the damage is from a pawn entity, chase that entity
|
|
m_EMState = CHASING;
|
|
}
|
|
|
|
return true;
|
|
}
|