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cuberite-2a/src/Mobs/AggressiveMonster.cpp

109 lines
2.2 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "AggressiveMonster.h"
#include "../World.h"
#include "../Entities/Player.h"
#include "../LineBlockTracer.h"
cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height)
{
m_EMPersonality = AGGRESSIVE;
}
// What to do if in Chasing State
void cAggressiveMonster::InStateChasing(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
super::InStateChasing(a_Dt, a_Chunk);
if (GetTarget() != nullptr)
{
MoveToPosition(GetTarget()->GetPosition());
}
}
void cAggressiveMonster::EventSeePlayer(cPlayer * a_Player, cChunk & a_Chunk)
{
if (!a_Player->CanMobsTarget())
{
return;
}
super::EventSeePlayer(a_Player, a_Chunk);
m_EMState = CHASING;
}
void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
if (!IsTicking())
{
// The base class tick destroyed us
return;
}
if (m_EMState == CHASING)
{
CheckEventLostPlayer();
}
else
{
CheckEventSeePlayer(a_Chunk);
}
auto target = GetTarget();
if (target == nullptr)
{
return;
}
// TODO: Currently all mobs see through lava, but only Nether-native mobs should be able to.
Vector3d MyHeadPosition = GetPosition() + Vector3d(0, GetHeight(), 0);
Vector3d TargetPosition = target->GetPosition() + Vector3d(0, target->GetHeight(), 0);
if (
TargetIsInRange() &&
cLineBlockTracer::LineOfSightTrace(*GetWorld(), MyHeadPosition, TargetPosition, cLineBlockTracer::losAirWaterLava) &&
(GetHealth() > 0.0)
)
{
// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
Attack(a_Dt);
}
}
bool cAggressiveMonster::Attack(std::chrono::milliseconds a_Dt)
{
if ((GetTarget() == nullptr) || (m_AttackCoolDownTicksLeft != 0))
{
return false;
}
// Setting this higher gives us more wiggle room for attackrate
ResetAttackCooldown();
GetTarget()->TakeDamage(dtMobAttack, this, m_AttackDamage, 0);
return true;
}