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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "AggressiveMonster.h"
#include "LineBlockTracer.h"
#include "World.h"
#include "Entities/Player.h"
cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, const AString & a_SoundAmbient, float a_Width, float a_Height) :
Super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_SoundAmbient, 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)
{
Super::EventSeePlayer(a_Player, a_Chunk);
m_EMState = CHASING;
}
cMonster * cAggressiveMonster::GetMonsterOfTypeInSight(eMonsterType a_MobType, unsigned int a_SightDistance)
{
cMonster * FoundTarget = nullptr;
auto MinimumDistance = static_cast<double>(a_SightDistance * a_SightDistance);
class cCallback : public cBlockTracer::cCallbacks
{
public:
bool OnNextBlock(Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, eBlockFace a_EntryFace) override
{
return a_BlockType != E_BLOCK_AIR;
}
};
auto Callbacks = cCallback();
auto Tracer = cLineBlockTracer(*GetWorld(), Callbacks);
cEntityCallback Callback = [&](cEntity & a_Entity)
{
if (!a_Entity.IsMob())
{
return false;
}
auto & Other = dynamic_cast<cMonster &>(a_Entity);
if (Other.GetMobType() != a_MobType)
{
return false;
}
Vector3d MyHeadPosition = GetPosition().addedY(GetHeight());
Vector3d TargetPosition = Other.GetPosition().addedY(Other.GetHeight());
double TargetDistance = (MyHeadPosition - TargetPosition).SqrLength();
if (
(MinimumDistance > TargetDistance) &&
(TargetDistance < (a_SightDistance * a_SightDistance))
)
{
FoundTarget = & Other;
return true;
}
return false;
};
cBoundingBox CheckZone(GetPosition().addedXZ(-a_SightDistance, -a_SightDistance), GetPosition().addedXZ(a_SightDistance, a_SightDistance));
m_World->ForEachEntityInBox(CheckZone, Callback);
return FoundTarget;
}
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;
}
// Set or clear m_Target depending on rules for this Monster:
if (m_EMState == CHASING)
{
CheckEventLostPlayer(a_Dt);
}
else
{
CheckEventSeePlayer(a_Chunk);
}
if (
(GetTarget() != nullptr) &&
TargetIsInRange() &&
cLineBlockTracer::LineOfSightTrace(
*GetWorld(),
GetPosition().addedY(GetHeight()),
GetTarget()->GetPosition().addedY(GetTarget()->GetHeight()),
(IsNetherNative() ? cLineBlockTracer::losAirWaterLava : cLineBlockTracer::losAirWater)
) &&
(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();
double KnockbackAmount = 9;
GetTarget()->TakeDamage(dtMobAttack, this, m_AttackDamage, KnockbackAmount);
return true;
}
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