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-rw-r--r--src/Mobs/Monster.h124
1 files changed, 98 insertions, 26 deletions
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index dafb33574..776426a0d 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -5,12 +5,12 @@
#include "../Defines.h"
#include "../BlockID.h"
#include "../Item.h"
+#include "../Enchantments.h"
-class Vector3f;
class cClientHandle;
class cWorld;
@@ -74,8 +74,6 @@ public:
enum MState{ATTACKING, IDLE, CHASING, ESCAPING} m_EMState;
enum MPersonality{PASSIVE,AGGRESSIVE,COWARDLY} m_EMPersonality;
- float m_SightDistance;
-
/** Creates the mob object.
* If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig()
* a_MobType is the type of the mob (also used in the protocol ( http://wiki.vg/Entities#Mobs , 2012_12_22))
@@ -94,20 +92,16 @@ public:
virtual void KilledBy(cEntity * a_Killer) override;
virtual void MoveToPosition(const Vector3f & a_Position);
+ virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export
virtual bool ReachedDestination(void);
// tolua_begin
eType GetMobType(void) const {return m_MobType; }
eFamily GetMobFamily(void) const;
// tolua_end
-
-
- const char * GetState();
- void SetState(const AString & str);
virtual void CheckEventSeePlayer(void);
virtual void EventSeePlayer(cEntity * a_Player);
- virtual cPlayer * FindClosestPlayer(); // non static is easier. also virtual so other mobs can implement their own searching algo
/// Reads the monster configuration for the specified monster name and assigns it to this object.
void GetMonsterConfig(const AString & a_Name);
@@ -119,13 +113,24 @@ public:
virtual void InStateChasing (float a_Dt);
virtual void InStateEscaping(float a_Dt);
- virtual void Attack(float a_Dt);
+ int GetAttackRate() { return (int)m_AttackRate; }
+ void SetAttackRate(float a_AttackRate) { m_AttackRate = a_AttackRate; }
+ void SetAttackRange(int a_AttackRange) { m_AttackRange = a_AttackRange; }
+ void SetAttackDamage(int a_AttackDamage) { m_AttackDamage = a_AttackDamage; }
+ void SetSightDistance(int a_SightDistance) { m_SightDistance = a_SightDistance; }
- int GetAttackRate(){return (int)m_AttackRate;}
- void SetAttackRate(int ar);
- void SetAttackRange(float ar);
- void SetAttackDamage(float ad);
- void SetSightDistance(float sd);
+ float GetDropChanceWeapon() { return m_DropChanceWeapon; }
+ float GetDropChanceHelmet() { return m_DropChanceHelmet; }
+ float GetDropChanceChestplate() { return m_DropChanceChestplate; }
+ float GetDropChanceLeggings() { return m_DropChanceLeggings; }
+ float GetDropChanceBoots() { return m_DropChanceBoots; }
+ bool CanPickUpLoot() { return m_CanPickUpLoot; }
+ void SetDropChanceWeapon(float a_DropChanceWeapon) { m_DropChanceWeapon = a_DropChanceWeapon; }
+ void SetDropChanceHelmet(float a_DropChanceHelmet) { m_DropChanceHelmet = a_DropChanceHelmet; }
+ void SetDropChanceChestplate(float a_DropChanceChestplate) { m_DropChanceChestplate = a_DropChanceChestplate; }
+ void SetDropChanceLeggings(float a_DropChanceLeggings) { m_DropChanceLeggings = a_DropChanceLeggings; }
+ void SetDropChanceBoots(float a_DropChanceBoots) { m_DropChanceBoots = a_DropChanceBoots; }
+ void SetCanPickUpLoot(bool a_CanPickUpLoot) { m_CanPickUpLoot = a_CanPickUpLoot; }
/// Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick
void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; }
@@ -159,34 +164,101 @@ public:
protected:
- cEntity * m_Target;
- float m_AttackRate;
- float m_IdleInterval;
+ /* ======= PATHFINDING ======= */
- Vector3f m_Destination;
+ /** A pointer to the entity this mobile is aiming to reach */
+ cEntity * m_Target;
+ /** Coordinates of the next position that should be reached */
+ Vector3d m_Destination;
+ /** Coordinates for the ultimate, final destination. */
+ Vector3d m_FinalDestination;
+ /** Returns if the ultimate, final destination has been reached */
+ bool ReachedFinalDestination(void);
+
+ /** Stores if mobile is currently moving towards the ultimate, final destination */
bool m_bMovingToDestination;
- bool m_bPassiveAggressive;
+ /** Finds the first non-air block position (not the highest, as cWorld::GetHeight does)
+ If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1
+ If current Y is solid, goes up to find first nonsolid block, and returns that */
+ int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
+ /** Returns if a monster can actually reach a given height by jumping or walking */
+ inline bool IsNextYPosReachable(int a_PosY)
+ {
+ return (
+ (a_PosY <= (int)floor(GetPosY())) ||
+ DoesPosYRequireJump(a_PosY)
+ );
+ }
+ /** Returns if a monster can reach a given height by jumping */
+ inline bool DoesPosYRequireJump(int a_PosY)
+ {
+ return ((a_PosY > (int)floor(GetPosY())) && (a_PosY == (int)floor(GetPosY()) + 1));
+ }
+
+ /** A semi-temporary list to store the traversed coordinates during active pathfinding so we don't visit them again */
+ std::vector<Vector3i> m_TraversedCoordinates;
+ /** Returns if coordinate is in the traversed list */
+ bool IsCoordinateInTraversedList(Vector3i a_Coords);
+
+ /** Finds the next place to go
+ This is based on the ultimate, final destination and the current position, as well as the traversed coordinates, and any environmental hazards */
+ void TickPathFinding(void);
+ /** Finishes a pathfinding task, be it due to failure or something else */
+ inline void FinishPathFinding(void)
+ {
+ m_TraversedCoordinates.clear();
+ m_bMovingToDestination = false;
+ }
+ /** Sets the body yaw and head yaw/pitch based on next/ultimate destinations */
+ void SetPitchAndYawFromDestination(void);
+
+ /* =========================== */
+ /* ========= FALLING ========= */
- float m_DestinationTime;
+ virtual void HandleFalling(void);
+ int m_LastGroundHeight;
+ /* =========================== */
+
+ float m_IdleInterval;
float m_DestroyTimer;
- float m_Jump;
eType m_MobType;
AString m_SoundHurt;
AString m_SoundDeath;
- float m_SeePlayerInterval;
- float m_AttackDamage;
- float m_AttackRange;
+ float m_AttackRate;
+ int m_AttackDamage;
+ int m_AttackRange;
float m_AttackInterval;
+ int m_SightDistance;
+
+ float m_DropChanceWeapon;
+ float m_DropChanceHelmet;
+ float m_DropChanceChestplate;
+ float m_DropChanceLeggings;
+ float m_DropChanceBoots;
+ bool m_CanPickUpLoot;
+ void HandleDaylightBurning(cChunk & a_Chunk);
bool m_BurnsInDaylight;
- void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
+ /** Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops*/
+ void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
+
+ /** Adds a item a_Item with the chance of a_Chance (in percent) to itemdrops a_Drops*/
+ void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0);
+
+ /** Adds one rare item out of the list of rare items a_Items modified by the looting level a_LootingLevel(I-III or custom) to the itemdrop a_Drops*/
+ void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel);
+
+ /** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/
+ void AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel);
+
+ /** Adds weapon that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/
+ void AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel);
- void HandleDaylightBurning(cChunk & a_Chunk);
} ; // tolua_export