#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Chunk.h"
#include "Enderman.h"
#include "../Entities/Player.h"
#include "../LineBlockTracer.h"
////////////////////////////////////////////////////////////////////////////////
// cPlayerLookCheck
class cPlayerLookCheck
{
public:
cPlayerLookCheck(Vector3d a_EndermanHeadPosition, int a_SightDistance) :
m_Player(nullptr),
m_EndermanHeadPosition(a_EndermanHeadPosition),
m_SightDistance(a_SightDistance)
{
}
bool operator () (cPlayer & a_Player)
{
// Don't check players who cannot be targeted
if (!a_Player.CanMobsTarget())
{
return false;
}
const auto PlayerHeadPosition = a_Player.GetPosition().addedY(a_Player.GetHeight());
const auto Direction = m_EndermanHeadPosition - PlayerHeadPosition;
// Don't check players who are more than SightDistance (64) blocks away:
if (Direction.Length() > m_SightDistance)
{
return false;
}
// Don't check if the player has a pumpkin on his head:
if (a_Player.GetEquippedHelmet().m_ItemType == E_BLOCK_PUMPKIN)
{
return false;
}
const auto LookVector = a_Player.GetLookVector(); // Note: ||LookVector|| is always 1.
const auto Cosine = Direction.Dot(LookVector) / Direction.Length(); // a.b / (||a|| * ||b||)
// If the player's crosshair is within 5 degrees of the enderman, it counts as looking:
if ((Cosine < std::cos(0.09)) || (Cosine > std::cos(0))) // 0.09 rad ~ 5 degrees
{
return false;
}
// TODO: Check if endermen are angered through water in Vanilla
if (!cLineBlockTracer::LineOfSightTrace(*a_Player.GetWorld(), m_EndermanHeadPosition, PlayerHeadPosition, cLineBlockTracer::losAirWater))
{
// No direct line of sight
return false;
}
m_Player = &a_Player;
return true;
}
cPlayer * GetPlayer(void) const { return m_Player; }
protected:
cPlayer * m_Player;
Vector3d m_EndermanHeadPosition;
int m_SightDistance;
} ;
cEnderman::cEnderman(void) :
Super("Enderman", mtEnderman, "entity.endermen.hurt", "entity.endermen.death", "entity.endermen.ambient", 0.5, 2.9),
m_bIsScreaming(false),
m_CarriedBlock(E_BLOCK_AIR),
m_CarriedMeta(0)
{
}
void cEnderman::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
unsigned int LootingLevel = 0;
if (a_Killer != nullptr)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_ENDER_PEARL);
}
void cEnderman::CheckEventSeePlayer(cChunk & a_Chunk)
{
if (GetTarget() != nullptr)
{
return;
}
cPlayerLookCheck Callback(GetPosition().addedY(GetHeight()), m_SightDistance);
if (m_World->ForEachPlayer(Callback))
{
return;
}
ASSERT(Callback.GetPlayer() != nullptr);
// Target the player:
cAggressiveMonster::EventSeePlayer(Callback.GetPlayer(), a_Chunk);
m_bIsScreaming = true;
GetWorld()->BroadcastEntityMetadata(*this);
}
void cEnderman::EventLosePlayer()
{
Super::EventLosePlayer();
m_bIsScreaming = false;
GetWorld()->BroadcastEntityMetadata(*this);
}
void cEnderman::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
Super::Tick(a_Dt, a_Chunk);
if (!IsTicking())
{
// The base class tick destroyed us
return;
}
PREPARE_REL_AND_CHUNK(GetPosition().Floor(), a_Chunk);
if (!RelSuccess)
{
return;
}
// Take damage when wet:
if (IsInWater() || Chunk->IsWeatherWetAt(Rel))
{
EventLosePlayer();
TakeDamage(dtEnvironment, nullptr, 1, 0);
// TODO teleport to a safe location
}
}