1310 lines
29 KiB
C++
1310 lines
29 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 "IncludeAllMonsters.h"
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#include "../Root.h"
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#include "../Server.h"
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#include "../ClientHandle.h"
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#include "../World.h"
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#include "../EffectID.h"
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#include "../Entities/Player.h"
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#include "../Entities/ExpOrb.h"
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#include "../MonsterConfig.h"
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#include "../Chunk.h"
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#include "../FastRandom.h"
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#include "Path.h"
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/** Map for eType <-> string
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Needs to be alpha-sorted by the strings, because binary search is used in StringToMobType()
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The strings need to be lowercase (for more efficient comparisons in StringToMobType())
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m_VanillaName is the name that vanilla use for this mob.
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*/
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static const struct
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{
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eMonsterType m_Type;
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const char * m_lcName;
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const char * m_VanillaName;
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} g_MobTypeNames[] =
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{
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{mtBat, "bat", "Bat"},
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{mtBlaze, "blaze", "Blaze"},
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{mtCaveSpider, "cavespider", "CaveSpider"},
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{mtChicken, "chicken", "Chicken"},
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{mtCow, "cow", "Cow"},
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{mtCreeper, "creeper", "Creeper"},
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{mtEnderman, "enderman", "Enderman"},
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{mtEnderDragon, "enderdragon", "EnderDragon"},
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{mtGhast, "ghast", "Ghast"},
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{mtGiant, "giant", "Giant"},
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{mtGuardian, "guardian", "Guardian"},
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{mtHorse, "horse", "EntityHorse"},
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{mtIronGolem, "irongolem", "VillagerGolem"},
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{mtMagmaCube, "magmacube", "LavaSlime"},
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{mtMooshroom, "mooshroom", "MushroomCow"},
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{mtOcelot, "ocelot", "Ozelot"},
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{mtPig, "pig", "Pig"},
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{mtRabbit, "rabbit", "Rabbit"},
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{mtSheep, "sheep", "Sheep"},
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{mtSilverfish, "silverfish", "Silverfish"},
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{mtSkeleton, "skeleton", "Skeleton"},
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{mtSlime, "slime", "Slime"},
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{mtSnowGolem, "snowgolem", "SnowMan"},
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{mtSpider, "spider", "Spider"},
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{mtSquid, "squid", "Squid"},
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{mtVillager, "villager", "Villager"},
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{mtWitch, "witch", "Witch"},
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{mtWither, "wither", "WitherBoss"},
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{mtWolf, "wolf", "Wolf"},
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{mtZombie, "zombie", "Zombie"},
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{mtZombiePigman, "zombiepigman", "PigZombie"},
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} ;
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////////////////////////////////////////////////////////////////////////////////
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// cMonster:
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cMonster::cMonster(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(etMonster, a_Width, a_Height)
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, m_EMState(IDLE)
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, m_EMPersonality(AGGRESSIVE)
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, m_Target(nullptr)
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, m_Path(nullptr)
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, m_IsFollowingPath(false)
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, m_PathfinderActivated(false)
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, m_GiveUpCounter(0)
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, m_TicksSinceLastPathReset(1000)
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, m_LastGroundHeight(POSY_TOINT)
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, m_JumpCoolDown(0)
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, m_IdleInterval(0)
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, m_DestroyTimer(0)
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, m_MobType(a_MobType)
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, m_CustomName("")
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, m_CustomNameAlwaysVisible(false)
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, m_SoundHurt(a_SoundHurt)
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, m_SoundDeath(a_SoundDeath)
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, m_AttackRate(3)
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, m_AttackDamage(1)
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, m_AttackRange(1)
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, m_AttackInterval(0)
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, m_SightDistance(25)
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, m_DropChanceWeapon(0.085f)
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, m_DropChanceHelmet(0.085f)
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, m_DropChanceChestplate(0.085f)
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, m_DropChanceLeggings(0.085f)
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, m_DropChanceBoots(0.085f)
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, m_CanPickUpLoot(true)
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, m_TicksSinceLastDamaged(100)
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, m_BurnsInDaylight(false)
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, m_RelativeWalkSpeed(1)
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, m_Age(1)
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, m_AgingTimer(20 * 60 * 20) // about 20 minutes
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{
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if (!a_ConfigName.empty())
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{
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GetMonsterConfig(a_ConfigName);
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}
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}
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void cMonster::SpawnOn(cClientHandle & a_Client)
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{
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a_Client.SendSpawnMob(*this);
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}
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bool cMonster::TickPathFinding(cChunk & a_Chunk)
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{
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if (!m_PathfinderActivated)
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{
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return false;
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}
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if (m_TicksSinceLastPathReset < 1000)
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{
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// No need to count beyond 1000. 1000 is arbitary here.
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++m_TicksSinceLastPathReset;
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}
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if (ReachedFinalDestination())
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{
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StopMovingToPosition();
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return false;
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}
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if ((m_FinalDestination - m_PathFinderDestination).Length() > 0.25) // if the distance between where we're going and where we should go is too big.
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{
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/* If we reached the last path waypoint,
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Or if we haven't re-calculated for too long.
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Interval is proportional to distance squared, and its minimum is 10.
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(Recalculate lots when close, calculate rarely when far) */
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if (
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((GetPosition() - m_PathFinderDestination).Length() < 0.25) ||
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((m_TicksSinceLastPathReset > 10) && (m_TicksSinceLastPathReset > (0.4 * (m_FinalDestination - GetPosition()).SqrLength())))
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)
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{
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/* Re-calculating is expensive when there's no path to target, and it results in mobs freezing very often as a result of always recalculating.
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This is a workaround till we get better path recalculation. */
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if (!m_NoPathToTarget)
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{
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ResetPathFinding();
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}
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}
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}
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if (m_Path == nullptr)
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{
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if (!EnsureProperDestination(a_Chunk))
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{
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StopMovingToPosition(); // Invalid chunks, probably world is loading or something, cancel movement.
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return false;
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}
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m_GiveUpCounter = 40;
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m_NoPathToTarget = false;
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m_NoMoreWayPoints = false;
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m_PathFinderDestination = m_FinalDestination;
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m_Path = new cPath(a_Chunk, GetPosition(), m_PathFinderDestination, 20, GetWidth(), GetHeight());
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}
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switch (m_Path->Step(a_Chunk))
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{
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case ePathFinderStatus::NEARBY_FOUND:
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{
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m_NoPathToTarget = true;
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m_PathFinderDestination = m_Path->AcceptNearbyPath();
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break;
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}
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case ePathFinderStatus::PATH_NOT_FOUND:
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{
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StopMovingToPosition(); // Try to calculate a path again.
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// Note that the next time may succeed, e.g. if a player breaks a barrier.
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break;
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}
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case ePathFinderStatus::CALCULATING:
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{
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// Pathfinder needs more time
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break;
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}
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case ePathFinderStatus::PATH_FOUND:
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{
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if (m_NoMoreWayPoints || (--m_GiveUpCounter == 0))
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{
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if (m_EMState == ATTACKING)
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{
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ResetPathFinding(); // Try to calculate a path again.
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// This results in mobs hanging around an unreachable target (player).
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}
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else
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{
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StopMovingToPosition(); // Find a different place to go to.
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}
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return false;
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}
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else if (!m_Path->IsLastPoint()) // Have we arrived at the next cell, as denoted by m_NextWayPointPosition?
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{
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if ((m_Path->IsFirstPoint() || ReachedNextWaypoint()))
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{
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m_NextWayPointPosition = m_Path->GetNextPoint();
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m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition.
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}
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}
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else
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{
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m_NoMoreWayPoints = true;
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}
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m_IsFollowingPath = true;
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return true;
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}
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}
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return false;
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}
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void cMonster::MoveToWayPoint(cChunk & a_Chunk)
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{
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if (m_JumpCoolDown == 0)
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{
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if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
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{
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if (
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(IsOnGround() && (GetSpeedX() == 0.0f) && (GetSpeedY() == 0.0f)) ||
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(IsSwimming() && (m_GiveUpCounter < 15))
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)
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{
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m_bOnGround = false;
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m_JumpCoolDown = 20;
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// TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport
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AddPosY(1.6); // Jump!!
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SetSpeedX(3.2 * (m_NextWayPointPosition.x - GetPosition().x)); // Move forward in a preset speed.
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SetSpeedZ(3.2 * (m_NextWayPointPosition.z - GetPosition().z)); // The numbers were picked based on trial and error and 1.6 and 3.2 are perfect.
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}
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}
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}
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else
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{
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--m_JumpCoolDown;
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}
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Vector3d Distance = m_NextWayPointPosition - GetPosition();
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if ((Distance.x != 0.0f) || (Distance.z != 0.0f))
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{
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Distance.y = 0;
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Distance.Normalize();
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if (m_bOnGround)
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{
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Distance *= 2.5f;
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}
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else if (IsSwimming())
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{
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Distance *= 1.3f;
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}
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else
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{
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// Don't let the mob move too much if he's falling.
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Distance *= 0.25f;
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}
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// Apply walk speed:
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Distance *= m_RelativeWalkSpeed;
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/* Reduced default speed.
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Close to Vanilla, easier for mobs to follow m_NextWayPointPositions, hence
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better pathfinding. */
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Distance *= 0.5;
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AddSpeedX(Distance.x);
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AddSpeedZ(Distance.z);
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}
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}
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bool cMonster::EnsureProperDestination(cChunk & a_Chunk)
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{
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cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x), FloorC(m_FinalDestination.z));
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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if ((Chunk == nullptr) || !Chunk->IsValid())
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{
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return false;
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}
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int RelX = FloorC(m_FinalDestination.x) - Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = FloorC(m_FinalDestination.z) - Chunk->GetPosZ() * cChunkDef::Width;
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// If destination in the air, first try to go 1 block north, or east, or west.
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// This fixes the player leaning issue.
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// If that failed, we instead go down to the lowest air block.
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Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
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if (!cBlockInfo::IsSolid(BlockType))
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{
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bool InTheAir = true;
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int x, z;
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for (z = -1; z <= 1; ++z)
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{
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for (x = -1; x <= 1; ++x)
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{
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if ((x == 0) && (z == 0))
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{
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continue;
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}
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Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x+x), FloorC(m_FinalDestination.z+z));
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if ((Chunk == nullptr) || !Chunk->IsValid())
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{
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return false;
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}
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RelX = FloorC(m_FinalDestination.x + x) - Chunk->GetPosX() * cChunkDef::Width;
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RelZ = FloorC(m_FinalDestination.z + z) - Chunk->GetPosZ() * cChunkDef::Width;
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Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
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if (cBlockInfo::IsSolid(BlockType))
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{
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m_FinalDestination.x += x;
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m_FinalDestination.z += z;
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InTheAir = false;
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goto breakBothLoops;
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}
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}
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}
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breakBothLoops:
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// Go down to the lowest air block.
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if (InTheAir)
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{
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while (m_FinalDestination.y > 0)
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{
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Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta);
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if (cBlockInfo::IsSolid(BlockType))
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{
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break;
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}
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m_FinalDestination.y -= 1;
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}
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}
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}
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// If destination in water, go up to the highest water block.
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// If destination in solid, go up to first air block.
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bool InWater = false;
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while (m_FinalDestination.y < cChunkDef::Height)
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{
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Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y), RelZ, BlockType, BlockMeta);
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if (BlockType == E_BLOCK_STATIONARY_WATER)
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{
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InWater = true;
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}
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else if (cBlockInfo::IsSolid(BlockType))
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{
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InWater = false;
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}
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else
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{
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break;
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}
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m_FinalDestination.y += 1;
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}
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if (InWater)
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{
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m_FinalDestination.y -= 1;
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}
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return true;
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}
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void cMonster::MoveToPosition(const Vector3d & a_Position)
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{
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m_FinalDestination = a_Position;
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m_PathfinderActivated = true;
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}
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void cMonster::StopMovingToPosition()
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{
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m_PathfinderActivated = false;
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ResetPathFinding();
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}
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void cMonster::ResetPathFinding(void)
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{
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m_TicksSinceLastPathReset = 0;
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m_IsFollowingPath = false;
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if (m_Path != nullptr)
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{
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delete m_Path;
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m_Path = nullptr;
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}
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}
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void cMonster::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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GET_AND_VERIFY_CURRENT_CHUNK(Chunk, POSX_TOINT, POSZ_TOINT);
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if (m_Health <= 0)
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{
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// The mob is dead, but we're still animating the "puff" they leave when they die.
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m_DestroyTimer += a_Dt;
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if (m_DestroyTimer > std::chrono::seconds(1))
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{
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Destroy(true);
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}
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return;
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}
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if (m_TicksSinceLastDamaged < 100)
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{
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++m_TicksSinceLastDamaged;
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}
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if ((m_Target != nullptr) && m_Target->IsDestroyed())
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{
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m_Target = nullptr;
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}
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if (GetPosY() >= 0)
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{
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// Process the undead burning in daylight.
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HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
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if (TickPathFinding(*Chunk))
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{
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/* If I burn in daylight, and I won't burn where I'm standing, and I'll burn in my next position, and at least one of those is true:
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1. I am idle
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2. I was not hurt by a player recently.
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Then STOP. */
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if (
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m_BurnsInDaylight && ((m_TicksSinceLastDamaged >= 100) || (m_EMState == IDLE)) &&
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WouldBurnAt(m_NextWayPointPosition, *Chunk) &&
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!WouldBurnAt(GetPosition(), *Chunk)
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)
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{
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// If we burn in daylight, and we would burn at the next step, and we won't burn where we are right now, and we weren't provoked recently:
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StopMovingToPosition();
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m_GiveUpCounter = 40; // This doesn't count as giving up, keep the giveup timer as is.
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}
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else
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{
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MoveToWayPoint(*Chunk);
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}
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}
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}
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SetPitchAndYawFromDestination();
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HandleFalling();
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switch (m_EMState)
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{
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case IDLE:
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{
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// If enemy passive we ignore checks for player visibility.
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InStateIdle(a_Dt);
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break;
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}
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case CHASING:
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{
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// If we do not see a player anymore skip chasing action.
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InStateChasing(a_Dt);
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break;
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}
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case ESCAPING:
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{
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InStateEscaping(a_Dt);
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break;
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}
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case ATTACKING: break;
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} // switch (m_EMState)
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BroadcastMovementUpdate();
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if (m_AgingTimer > 0)
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{
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m_AgingTimer--;
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if ((m_AgingTimer <= 0) && IsBaby())
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{
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SetAge(1);
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m_World->BroadcastEntityMetadata(*this);
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}
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}
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}
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void cMonster::SetPitchAndYawFromDestination()
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{
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Vector3d FinalDestination = m_FinalDestination;
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if (m_Target != nullptr)
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{
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if (m_Target->IsPlayer())
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{
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FinalDestination.y = static_cast<cPlayer *>(m_Target)->GetStance() - 1;
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}
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else
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{
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FinalDestination.y = m_Target->GetPosY() + GetHeight();
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}
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}
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Vector3d BodyDistance;
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if (!m_IsFollowingPath && (m_Target != nullptr))
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{
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|
BodyDistance = m_Target->GetPosition() - GetPosition();
|
|
}
|
|
else
|
|
{
|
|
BodyDistance = m_NextWayPointPosition - GetPosition();
|
|
}
|
|
double BodyRotation, BodyPitch;
|
|
BodyDistance.Normalize();
|
|
VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch);
|
|
SetYaw(BodyRotation);
|
|
|
|
Vector3d Distance = FinalDestination - GetPosition();
|
|
{
|
|
double HeadRotation, HeadPitch;
|
|
Distance.Normalize();
|
|
VectorToEuler(Distance.x, Distance.y, Distance.z, HeadRotation, HeadPitch);
|
|
if (std::abs(BodyRotation - HeadRotation) < 90)
|
|
{
|
|
SetHeadYaw(HeadRotation);
|
|
SetPitch(-HeadPitch);
|
|
}
|
|
else // We're not an owl. If it's more than 120, don't look behind and instead look at where you're walking.
|
|
{
|
|
SetHeadYaw(BodyRotation);
|
|
SetPitch(-BodyPitch);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMonster::HandleFalling()
|
|
{
|
|
if (m_bOnGround)
|
|
{
|
|
int Damage = (m_LastGroundHeight - POSY_TOINT) - 3;
|
|
|
|
if (Damage > 0)
|
|
{
|
|
TakeDamage(dtFalling, nullptr, Damage, Damage, 0);
|
|
|
|
// Fall particles
|
|
GetWorld()->BroadcastSoundParticleEffect(EffectID::PARTICLE_FALL_PARTICLES, POSX_TOINT, POSY_TOINT - 1, POSZ_TOINT, Damage /* Used as particle effect speed modifier */);
|
|
}
|
|
|
|
m_LastGroundHeight = POSY_TOINT;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ)
|
|
{
|
|
int PosY = POSY_TOINT;
|
|
PosY = Clamp(PosY, 0, cChunkDef::Height);
|
|
|
|
if (!cBlockInfo::IsSolid(m_World->GetBlock(FloorC(a_PosX), PosY, FloorC(a_PosZ))))
|
|
{
|
|
while (!cBlockInfo::IsSolid(m_World->GetBlock(FloorC(a_PosX), PosY, FloorC(a_PosZ))) && (PosY > 0))
|
|
{
|
|
PosY--;
|
|
}
|
|
|
|
return PosY + 1;
|
|
}
|
|
else
|
|
{
|
|
while ((PosY < cChunkDef::Height) && cBlockInfo::IsSolid(m_World->GetBlock(static_cast<int>(floor(a_PosX)), PosY, static_cast<int>(floor(a_PosZ)))))
|
|
{
|
|
PosY++;
|
|
}
|
|
|
|
return PosY;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
|
|
{
|
|
if (!super::DoTakeDamage(a_TDI))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!m_SoundHurt.empty() && (m_Health > 0))
|
|
{
|
|
m_World->BroadcastSoundEffect(m_SoundHurt, GetPosX(), GetPosY(), GetPosZ(), 1.0f, 0.8f);
|
|
}
|
|
|
|
if (a_TDI.Attacker != nullptr)
|
|
{
|
|
m_Target = a_TDI.Attacker;
|
|
m_TicksSinceLastDamaged = 0;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMonster::KilledBy(TakeDamageInfo & a_TDI)
|
|
{
|
|
super::KilledBy(a_TDI);
|
|
if (m_SoundHurt != "")
|
|
{
|
|
m_World->BroadcastSoundEffect(m_SoundDeath, GetPosX(), GetPosY(), GetPosZ(), 1.0f, 0.8f);
|
|
}
|
|
int Reward;
|
|
switch (m_MobType)
|
|
{
|
|
// Animals
|
|
case mtChicken:
|
|
case mtCow:
|
|
case mtHorse:
|
|
case mtPig:
|
|
case mtRabbit:
|
|
case mtSheep:
|
|
case mtSquid:
|
|
case mtMooshroom:
|
|
case mtOcelot:
|
|
case mtWolf:
|
|
{
|
|
Reward = m_World->GetTickRandomNumber(2) + 1;
|
|
break;
|
|
}
|
|
|
|
// Monsters
|
|
case mtCaveSpider:
|
|
case mtCreeper:
|
|
case mtEnderman:
|
|
case mtGhast:
|
|
case mtGuardian:
|
|
case mtSilverfish:
|
|
case mtSkeleton:
|
|
case mtSpider:
|
|
case mtWitch:
|
|
case mtZombie:
|
|
case mtZombiePigman:
|
|
case mtSlime:
|
|
case mtMagmaCube:
|
|
{
|
|
Reward = 6 + (m_World->GetTickRandomNumber(2));
|
|
break;
|
|
}
|
|
case mtBlaze:
|
|
{
|
|
Reward = 10;
|
|
break;
|
|
}
|
|
|
|
// Bosses
|
|
case mtEnderDragon:
|
|
{
|
|
Reward = 12000;
|
|
break;
|
|
}
|
|
case mtWither:
|
|
{
|
|
Reward = 50;
|
|
break;
|
|
}
|
|
|
|
default:
|
|
{
|
|
Reward = 0;
|
|
break;
|
|
}
|
|
}
|
|
if ((a_TDI.Attacker != nullptr) && (!IsBaby()))
|
|
{
|
|
m_World->SpawnExperienceOrb(GetPosX(), GetPosY(), GetPosZ(), Reward);
|
|
}
|
|
m_DestroyTimer = std::chrono::milliseconds(0);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMonster::OnRightClicked(cPlayer & a_Player)
|
|
{
|
|
super::OnRightClicked(a_Player);
|
|
|
|
const cItem & EquippedItem = a_Player.GetEquippedItem();
|
|
if ((EquippedItem.m_ItemType == E_ITEM_NAME_TAG) && !EquippedItem.m_CustomName.empty())
|
|
{
|
|
SetCustomName(EquippedItem.m_CustomName);
|
|
if (!a_Player.IsGameModeCreative())
|
|
{
|
|
a_Player.GetInventory().RemoveOneEquippedItem();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Checks to see if EventSeePlayer should be fired
|
|
// monster sez: Do I see the player
|
|
void cMonster::CheckEventSeePlayer(void)
|
|
{
|
|
// TODO: Rewrite this to use cWorld's DoWithPlayers()
|
|
cPlayer * Closest = m_World->FindClosestPlayer(GetPosition(), static_cast<float>(m_SightDistance), false);
|
|
|
|
if (Closest != nullptr)
|
|
{
|
|
EventSeePlayer(Closest);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMonster::CheckEventLostPlayer(void)
|
|
{
|
|
if (m_Target != nullptr)
|
|
{
|
|
if ((m_Target->GetPosition() - GetPosition()).Length() > m_SightDistance)
|
|
{
|
|
EventLosePlayer();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
EventLosePlayer();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// What to do if player is seen
|
|
// default to change state to chasing
|
|
void cMonster::EventSeePlayer(cEntity * a_SeenPlayer)
|
|
{
|
|
m_Target = a_SeenPlayer;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMonster::EventLosePlayer(void)
|
|
{
|
|
m_Target = nullptr;
|
|
m_EMState = IDLE;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMonster::InStateIdle(std::chrono::milliseconds a_Dt)
|
|
{
|
|
if (m_IsFollowingPath)
|
|
{
|
|
return; // Still getting there
|
|
}
|
|
|
|
m_IdleInterval += a_Dt;
|
|
|
|
if (m_IdleInterval > std::chrono::seconds(1))
|
|
{
|
|
// At this interval the results are predictable
|
|
int rem = m_World->GetTickRandomNumber(6) + 1;
|
|
m_IdleInterval -= std::chrono::seconds(1); // So nothing gets dropped when the server hangs for a few seconds
|
|
|
|
Vector3d Dist;
|
|
Dist.x = static_cast<double>(m_World->GetTickRandomNumber(10)) - 5.0;
|
|
Dist.z = static_cast<double>(m_World->GetTickRandomNumber(10)) - 5.0;
|
|
|
|
if ((Dist.SqrLength() > 2) && (rem >= 3))
|
|
{
|
|
Vector3d Destination(GetPosX() + Dist.x, 0, GetPosZ() + Dist.z);
|
|
Destination.y = FindFirstNonAirBlockPosition(Destination.x, Destination.z);
|
|
MoveToPosition(Destination);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// What to do if in Chasing State
|
|
// This state should always be defined in each child class
|
|
void cMonster::InStateChasing(std::chrono::milliseconds a_Dt)
|
|
{
|
|
UNUSED(a_Dt);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// What to do if in Escaping State
|
|
void cMonster::InStateEscaping(std::chrono::milliseconds a_Dt)
|
|
{
|
|
UNUSED(a_Dt);
|
|
|
|
if (m_Target != nullptr)
|
|
{
|
|
Vector3d newloc = GetPosition();
|
|
newloc.x = (m_Target->GetPosition().x < newloc.x)? (newloc.x + m_SightDistance): (newloc.x - m_SightDistance);
|
|
newloc.z = (m_Target->GetPosition().z < newloc.z)? (newloc.z + m_SightDistance): (newloc.z - m_SightDistance);
|
|
MoveToPosition(newloc);
|
|
}
|
|
else
|
|
{
|
|
m_EMState = IDLE; // This shouldnt be required but just to be safe
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMonster::SetCustomName(const AString & a_CustomName)
|
|
{
|
|
m_CustomName = a_CustomName;
|
|
|
|
// The maximal length is 64
|
|
if (a_CustomName.length() > 64)
|
|
{
|
|
m_CustomName = a_CustomName.substr(0, 64);
|
|
}
|
|
|
|
if (m_World != nullptr)
|
|
{
|
|
m_World->BroadcastEntityMetadata(*this);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMonster::SetCustomNameAlwaysVisible(bool a_CustomNameAlwaysVisible)
|
|
{
|
|
m_CustomNameAlwaysVisible = a_CustomNameAlwaysVisible;
|
|
if (m_World != nullptr)
|
|
{
|
|
m_World->BroadcastEntityMetadata(*this);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMonster::GetMonsterConfig(const AString & a_Name)
|
|
{
|
|
cRoot::Get()->GetMonsterConfig()->AssignAttributes(this, a_Name);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cMonster::IsUndead(void)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
AString cMonster::MobTypeToString(eMonsterType a_MobType)
|
|
{
|
|
// Mob types aren't sorted, so we need to search linearly:
|
|
for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
|
|
{
|
|
if (g_MobTypeNames[i].m_Type == a_MobType)
|
|
{
|
|
return g_MobTypeNames[i].m_lcName;
|
|
}
|
|
}
|
|
|
|
// Not found:
|
|
return "";
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
AString cMonster::MobTypeToVanillaName(eMonsterType a_MobType)
|
|
{
|
|
// Mob types aren't sorted, so we need to search linearly:
|
|
for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
|
|
{
|
|
if (g_MobTypeNames[i].m_Type == a_MobType)
|
|
{
|
|
return g_MobTypeNames[i].m_VanillaName;
|
|
}
|
|
}
|
|
|
|
// Not found:
|
|
return "";
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
eMonsterType cMonster::StringToMobType(const AString & a_Name)
|
|
{
|
|
AString lcName = StrToLower(a_Name);
|
|
|
|
// Search Cuberite name:
|
|
for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
|
|
{
|
|
if (strcmp(g_MobTypeNames[i].m_lcName, lcName.c_str()) == 0)
|
|
{
|
|
return g_MobTypeNames[i].m_Type;
|
|
}
|
|
}
|
|
|
|
// Not found. Search Vanilla name:
|
|
for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
|
|
{
|
|
if (strcmp(StrToLower(g_MobTypeNames[i].m_VanillaName).c_str(), lcName.c_str()) == 0)
|
|
{
|
|
return g_MobTypeNames[i].m_Type;
|
|
}
|
|
}
|
|
|
|
// Not found:
|
|
return mtInvalidType;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cMonster::eFamily cMonster::FamilyFromType(eMonsterType a_Type)
|
|
{
|
|
// Passive-agressive mobs are counted in mob spawning code as passive
|
|
|
|
switch (a_Type)
|
|
{
|
|
case mtBat: return mfAmbient;
|
|
case mtBlaze: return mfHostile;
|
|
case mtCaveSpider: return mfHostile;
|
|
case mtChicken: return mfPassive;
|
|
case mtCow: return mfPassive;
|
|
case mtCreeper: return mfHostile;
|
|
case mtEnderDragon: return mfNoSpawn;
|
|
case mtEnderman: return mfHostile;
|
|
case mtGhast: return mfHostile;
|
|
case mtGiant: return mfNoSpawn;
|
|
case mtGuardian: return mfWater; // Just because they have special spawning conditions. If Watertemples have been added, this needs to be edited!
|
|
case mtHorse: return mfPassive;
|
|
case mtIronGolem: return mfPassive;
|
|
case mtMagmaCube: return mfHostile;
|
|
case mtMooshroom: return mfHostile;
|
|
case mtOcelot: return mfPassive;
|
|
case mtPig: return mfPassive;
|
|
case mtRabbit: return mfPassive;
|
|
case mtSheep: return mfPassive;
|
|
case mtSilverfish: return mfHostile;
|
|
case mtSkeleton: return mfHostile;
|
|
case mtSlime: return mfHostile;
|
|
case mtSnowGolem: return mfNoSpawn;
|
|
case mtSpider: return mfHostile;
|
|
case mtSquid: return mfWater;
|
|
case mtVillager: return mfPassive;
|
|
case mtWitch: return mfHostile;
|
|
case mtWither: return mfNoSpawn;
|
|
case mtWolf: return mfHostile;
|
|
case mtZombie: return mfHostile;
|
|
case mtZombiePigman: return mfHostile;
|
|
|
|
case mtInvalidType: break;
|
|
}
|
|
ASSERT(!"Unhandled mob type");
|
|
return mfUnhandled;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int cMonster::GetSpawnDelay(cMonster::eFamily a_MobFamily)
|
|
{
|
|
switch (a_MobFamily)
|
|
{
|
|
case mfHostile: return 40;
|
|
case mfPassive: return 40;
|
|
case mfAmbient: return 40;
|
|
case mfWater: return 400;
|
|
case mfNoSpawn: return -1;
|
|
case mfUnhandled: break;
|
|
}
|
|
ASSERT(!"Unhandled mob family");
|
|
return -1;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cMonster * cMonster::NewMonsterFromType(eMonsterType a_MobType)
|
|
{
|
|
cFastRandom Random;
|
|
cMonster * toReturn = nullptr;
|
|
|
|
// Create the mob entity
|
|
switch (a_MobType)
|
|
{
|
|
case mtMagmaCube:
|
|
{
|
|
toReturn = new cMagmaCube(1 << Random.NextInt(3)); // Size 1, 2 or 4
|
|
break;
|
|
}
|
|
case mtSlime:
|
|
{
|
|
toReturn = new cSlime(1 << Random.NextInt(3)); // Size 1, 2 or 4
|
|
break;
|
|
}
|
|
case mtSkeleton:
|
|
{
|
|
// TODO: Actual detection of spawning in Nether
|
|
toReturn = new cSkeleton((Random.NextInt(1) == 0) ? false : true);
|
|
break;
|
|
}
|
|
case mtVillager:
|
|
{
|
|
int VillagerType = Random.NextInt(6);
|
|
if (VillagerType == 6)
|
|
{
|
|
// Give farmers a better chance of spawning
|
|
VillagerType = 0;
|
|
}
|
|
|
|
toReturn = new cVillager(static_cast<cVillager::eVillagerType>(VillagerType));
|
|
break;
|
|
}
|
|
case mtHorse:
|
|
{
|
|
// Horses take a type (species), a colour, and a style (dots, stripes, etc.)
|
|
int HorseType = Random.NextInt(8);
|
|
int HorseColor = Random.NextInt(7);
|
|
int HorseStyle = Random.NextInt(5);
|
|
int HorseTameTimes = Random.NextInt(6) + 1;
|
|
|
|
if ((HorseType == 5) || (HorseType == 6) || (HorseType == 7))
|
|
{
|
|
// Increase chances of normal horse (zero)
|
|
HorseType = 0;
|
|
}
|
|
|
|
toReturn = new cHorse(HorseType, HorseColor, HorseStyle, HorseTameTimes);
|
|
break;
|
|
}
|
|
|
|
case mtBat: toReturn = new cBat(); break;
|
|
case mtBlaze: toReturn = new cBlaze(); break;
|
|
case mtCaveSpider: toReturn = new cCaveSpider(); break;
|
|
case mtChicken: toReturn = new cChicken(); break;
|
|
case mtCow: toReturn = new cCow(); break;
|
|
case mtCreeper: toReturn = new cCreeper(); break;
|
|
case mtEnderDragon: toReturn = new cEnderDragon(); break;
|
|
case mtEnderman: toReturn = new cEnderman(); break;
|
|
case mtGhast: toReturn = new cGhast(); break;
|
|
case mtGiant: toReturn = new cGiant(); break;
|
|
case mtGuardian: toReturn = new cGuardian(); break;
|
|
case mtIronGolem: toReturn = new cIronGolem(); break;
|
|
case mtMooshroom: toReturn = new cMooshroom(); break;
|
|
case mtOcelot: toReturn = new cOcelot(); break;
|
|
case mtPig: toReturn = new cPig(); break;
|
|
case mtRabbit: toReturn = new cRabbit(); break;
|
|
case mtSheep: toReturn = new cSheep(); break;
|
|
case mtSilverfish: toReturn = new cSilverfish(); break;
|
|
case mtSnowGolem: toReturn = new cSnowGolem(); break;
|
|
case mtSpider: toReturn = new cSpider(); break;
|
|
case mtSquid: toReturn = new cSquid(); break;
|
|
case mtWitch: toReturn = new cWitch(); break;
|
|
case mtWither: toReturn = new cWither(); break;
|
|
case mtWolf: toReturn = new cWolf(); break;
|
|
case mtZombie: toReturn = new cZombie(false); break; // TODO: Infected zombie parameter
|
|
case mtZombiePigman: toReturn = new cZombiePigman(); break;
|
|
default:
|
|
{
|
|
ASSERT(!"Unhandled mob type whilst trying to spawn mob!");
|
|
}
|
|
}
|
|
return toReturn;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMonster::AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth)
|
|
{
|
|
MTRand r1;
|
|
int Count = static_cast<int>(static_cast<unsigned int>(r1.randInt()) % (a_Max + 1 - a_Min) + a_Min);
|
|
if (Count > 0)
|
|
{
|
|
a_Drops.push_back(cItem(a_Item, static_cast<char>(Count), a_ItemHealth));
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMonster::AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth)
|
|
{
|
|
MTRand r1;
|
|
int Count = r1.randInt() % 1000;
|
|
if (Count < (a_Chance * 10))
|
|
{
|
|
a_Drops.push_back(cItem(a_Item, 1, a_ItemHealth));
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMonster::AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, unsigned int a_LootingLevel)
|
|
{
|
|
MTRand r1;
|
|
unsigned int Count = static_cast<unsigned int>(static_cast<unsigned long>(r1.randInt()) % 200);
|
|
if (Count < (5 + a_LootingLevel))
|
|
{
|
|
size_t Rare = static_cast<size_t>(r1.randInt()) % a_Items.Size();
|
|
a_Drops.push_back(a_Items.at(Rare));
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMonster::AddRandomArmorDropItem(cItems & a_Drops, unsigned int a_LootingLevel)
|
|
{
|
|
MTRand r1;
|
|
if (r1.randInt() % 200 < ((m_DropChanceHelmet * 200) + (a_LootingLevel * 2)))
|
|
{
|
|
if (!GetEquippedHelmet().IsEmpty())
|
|
{
|
|
a_Drops.push_back(GetEquippedHelmet());
|
|
}
|
|
}
|
|
|
|
if (r1.randInt() % 200 < ((m_DropChanceChestplate * 200) + (a_LootingLevel * 2)))
|
|
{
|
|
if (!GetEquippedChestplate().IsEmpty())
|
|
{
|
|
a_Drops.push_back(GetEquippedChestplate());
|
|
}
|
|
}
|
|
|
|
if (r1.randInt() % 200 < ((m_DropChanceLeggings * 200) + (a_LootingLevel * 2)))
|
|
{
|
|
if (!GetEquippedLeggings().IsEmpty())
|
|
{
|
|
a_Drops.push_back(GetEquippedLeggings());
|
|
}
|
|
}
|
|
|
|
if (r1.randInt() % 200 < ((m_DropChanceBoots * 200) + (a_LootingLevel * 2)))
|
|
{
|
|
if (!GetEquippedBoots().IsEmpty())
|
|
{
|
|
a_Drops.push_back(GetEquippedBoots());
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMonster::AddRandomWeaponDropItem(cItems & a_Drops, unsigned int a_LootingLevel)
|
|
{
|
|
MTRand r1;
|
|
if (r1.randInt() % 200 < ((m_DropChanceWeapon * 200) + (a_LootingLevel * 2)))
|
|
{
|
|
if (!GetEquippedWeapon().IsEmpty())
|
|
{
|
|
a_Drops.push_back(GetEquippedWeapon());
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn)
|
|
{
|
|
if (!m_BurnsInDaylight)
|
|
{
|
|
return;
|
|
}
|
|
|
|
int RelY = POSY_TOINT;
|
|
if ((RelY < 0) || (RelY >= cChunkDef::Height))
|
|
{
|
|
// Outside the world
|
|
return;
|
|
}
|
|
if (!a_Chunk.IsLightValid())
|
|
{
|
|
m_World->QueueLightChunk(GetChunkX(), GetChunkZ());
|
|
return;
|
|
}
|
|
|
|
if (!IsOnFire() && WouldBurn)
|
|
{
|
|
// Burn for 100 ticks, then decide again
|
|
StartBurning(100);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
|
|
{
|
|
cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(a_Location.x), FloorC(a_Location.z));
|
|
if ((Chunk == nullptr) || (!Chunk->IsValid()))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
int RelX = FloorC(a_Location.x) - Chunk->GetPosX() * cChunkDef::Width;
|
|
int RelY = FloorC(a_Location.y);
|
|
int RelZ = FloorC(a_Location.z) - Chunk->GetPosZ() * cChunkDef::Width;
|
|
|
|
if (
|
|
(Chunk->GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight
|
|
(Chunk->GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand
|
|
(GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime
|
|
GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining
|
|
)
|
|
{
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cMonster::eFamily cMonster::GetMobFamily(void) const
|
|
{
|
|
return FamilyFromType(m_MobType);
|
|
}
|