summaryrefslogtreecommitdiffstats
path: root/src/Mobs/AggressiveMonster.cpp
blob: 93f7cdb729d90d4cd0b1964ff3e621f12756576f (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124

#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 "../Tracer.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)
{
	super::InStateChasing(a_Dt);

	if (m_Target != nullptr)
	{
		if (m_Target->IsPlayer())
		{
			if (((cPlayer *)m_Target)->IsGameModeCreative())
			{
				m_EMState = IDLE;
				return;
			}
		}
		MoveToPosition(m_Target->GetPosition());
	}
}





void cAggressiveMonster::EventSeePlayer(cEntity * a_Entity)
{
	if (!((cPlayer *)a_Entity)->IsGameModeCreative())
	{
		super::EventSeePlayer(a_Entity);
		m_EMState = CHASING;
	}
}





void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);

	if (m_EMState == CHASING)
	{
		CheckEventLostPlayer();
	}
	else
	{
		CheckEventSeePlayer();
	}

	if (m_Target == nullptr)
	{
		return;
	}

	cTracer LineOfSight(GetWorld());
	Vector3d MyHeadPosition = GetPosition() + Vector3d(0, GetHeight(), 0);
	Vector3d AttackDirection(m_Target->GetPosition() + Vector3d(0, m_Target->GetHeight(), 0) - MyHeadPosition);


	if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(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);
	}
}





void cAggressiveMonster::Attack(std::chrono::milliseconds a_Dt)
{
	m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
	if ((m_Target == nullptr) || (m_AttackInterval < 3.0))
	{
		return;
	}

	// Setting this higher gives us more wiggle room for attackrate
	m_AttackInterval = 0.0;
	m_Target->TakeDamage(dtMobAttack, this, m_AttackDamage, 0);
}




bool cAggressiveMonster::IsMovingToTargetPosition()
{
	// Difference between destination x and target x is negligible (to 10^-12 precision)
	if (fabsf((float)m_FinalDestination.x - (float)m_Target->GetPosX()) < std::numeric_limits<float>::epsilon())
	{
		return false;
	}
	// Difference between destination z and target z is negligible (to 10^-12 precision)
	else if (fabsf((float)m_FinalDestination.z - (float)m_Target->GetPosZ()) > std::numeric_limits<float>::epsilon())
	{
		return false;
	}
	return true;
}