9c0e3615ce
+ Implemented better pathfinding - Removed lots of unused variables, functions, etc. * Changed some variable types * Other miscellaneous fixes, and also completes the previous PRs
97 lines
1.6 KiB
C++
97 lines
1.6 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 "../MersenneTwister.h"
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cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eType 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(float a_Dt)
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{
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super::InStateChasing(a_Dt);
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if (m_Target != NULL)
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{
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if (m_Target->IsPlayer())
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{
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if (((cPlayer *)m_Target)->IsGameModeCreative())
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{
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m_EMState = IDLE;
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return;
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}
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}
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if (((float)m_FinalDestination.x != (float)m_Target->GetPosX()) || ((float)m_FinalDestination.z != (float)m_Target->GetPosZ()))
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{
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MoveToPosition(m_Target->GetPosition());
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}
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}
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}
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void cAggressiveMonster::EventSeePlayer(cEntity * a_Entity)
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{
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super::EventSeePlayer(a_Entity);
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if (!((cPlayer *)a_Entity)->IsGameModeCreative())
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{
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m_EMState = CHASING;
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}
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}
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void cAggressiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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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();
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}
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}
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void cAggressiveMonster::Attack(float a_Dt)
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{
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super::Attack(a_Dt);
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if ((m_Target != NULL) && (m_AttackInterval > 3.0))
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{
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// Setting this higher gives us more wiggle room for attackrate
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m_AttackInterval = 0.0;
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m_Target->TakeDamage(dtMobAttack, this, m_AttackDamage, 0);
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}
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}
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