From f1540173da442878e132b0bbca1f8f60141e1cd0 Mon Sep 17 00:00:00 2001 From: SafwatHalaby Date: Thu, 28 May 2015 17:45:47 +0300 Subject: AI - Sane Skeleton --- src/Entities/ArrowEntity.cpp | 21 +++++++++++---------- src/Mobs/AggressiveMonster.cpp | 3 ++- src/Mobs/Monster.cpp | 11 +++++++++-- src/Mobs/Monster.h | 9 ++++++--- src/Mobs/Skeleton.cpp | 7 ++++--- 5 files changed, 32 insertions(+), 19 deletions(-) diff --git a/src/Entities/ArrowEntity.cpp b/src/Entities/ArrowEntity.cpp index 32952100c..9b8f77cbc 100644 --- a/src/Entities/ArrowEntity.cpp +++ b/src/Entities/ArrowEntity.cpp @@ -84,7 +84,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFa int X = BlockHit.x, Y = BlockHit.y, Z = BlockHit.z; m_HitBlockPos = Vector3i(X, Y, Z); - + // Broadcast arrow hit sound m_World->BroadcastSoundEffect("random.bowhit", (double)X, (double)Y, (double)Z, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); @@ -115,7 +115,7 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) Damage += ExtraDamage; } - int KnockbackAmount = 1; + // int KnockbackAmount = 1; int PunchLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPunch); if (PunchLevel > 0) { @@ -130,8 +130,9 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) a_EntityHit.SetSpeed(FinalSpeed); } - a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, KnockbackAmount); - + // a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, KnockbackAmount); // TODO fix knockback. + a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 0); // Until knockback is fixed. + if (IsOnFire() && !a_EntityHit.IsSubmerged() && !a_EntityHit.IsSwimming()) { a_EntityHit.StartBurning(100); @@ -139,7 +140,7 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos) // Broadcast successful hit sound GetWorld()->BroadcastSoundEffect("random.successful_hit", GetPosX(), GetPosY(), GetPosZ(), 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64)); - + Destroy(); } @@ -176,7 +177,7 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); m_Timer += a_Dt; - + if (m_bIsCollected) { if (m_Timer > std::chrono::milliseconds(500)) @@ -190,7 +191,7 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) Destroy(); return; } - + if (m_IsInGround) { if (!m_HasTeleported) // Sent a teleport already, don't do again @@ -205,17 +206,17 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) m_HitGroundTimer += a_Dt; } } - + int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width; int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width; cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ); - + if (Chunk == nullptr) { // Inside an unloaded chunk, abort return; } - + if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed? { m_IsInGround = false; // Yes, begin simulating physics again diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp index 648599999..93f7cdb72 100644 --- a/src/Mobs/AggressiveMonster.cpp +++ b/src/Mobs/AggressiveMonster.cpp @@ -80,9 +80,10 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) Vector3d AttackDirection(m_Target->GetPosition() + Vector3d(0, m_Target->GetHeight(), 0) - MyHeadPosition); - if (ReachedFinalDestination() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast(AttackDirection.Length()))) + if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast(AttackDirection.Length()))) { // Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls) + StopMovingToPosition(); Attack(a_Dt); } } diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index 3fbee9a65..c67850248 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -517,8 +517,15 @@ void cMonster::SetPitchAndYawFromDestination() } - - Vector3d BodyDistance = m_NextWayPointPosition - GetPosition(); + Vector3d BodyDistance; + if (!m_IsFollowingPath && (m_Target != nullptr)) + { + BodyDistance = m_Target->GetPosition() - GetPosition(); + } + else + { + BodyDistance = m_NextWayPointPosition - GetPosition(); + } double BodyRotation, BodyPitch; BodyDistance.Normalize(); VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch); diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h index c4043b0e5..fa23df3db 100644 --- a/src/Mobs/Monster.h +++ b/src/Mobs/Monster.h @@ -193,13 +193,16 @@ protected: If no suitable position is found, returns cChunkDef::Height. */ int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ); - /** Returns if the ultimate, final destination has been reached */ - bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); } + /** Returns if the ultimate, final destination has been reached. */ + bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).Length() < GetWidth()/2); } + + /** Returns whether or not the target is close enough for attack. */ + bool TargetIsInRange(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); } /** Returns if the intermediate waypoint of m_NextWayPointPosition has been reached */ bool ReachedNextWaypoint(void) { return ((m_NextWayPointPosition - GetPosition()).SqrLength() < 0.25); } - /** Returns if a monster can reach a given height by jumping */ + /** Returns if a monster can reach a given height by jumping. */ inline bool DoesPosYRequireJump(int a_PosY) { return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1)); diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp index f99404669..d1a481960 100644 --- a/src/Mobs/Skeleton.cpp +++ b/src/Mobs/Skeleton.cpp @@ -50,12 +50,13 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer) void cSkeleton::Attack(std::chrono::milliseconds a_Dt) { + cFastRandom Random; m_AttackInterval += (static_cast(a_Dt.count()) / 1000) * m_AttackRate; if ((m_Target != nullptr) && (m_AttackInterval > 3.0)) { - // Setting this higher gives us more wiggle room for attackrate - Vector3d Speed = GetLookVector() * 20; - Speed.y = Speed.y + 1; + Vector3d Inaccuracy = Vector3d(Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25); + Vector3d Speed = (m_Target->GetPosition() + Inaccuracy - GetPosition()) * 5; + Speed.y = Speed.y - 1 + Random.NextInt(3); cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed); if (Arrow == nullptr) { -- cgit v1.2.3