#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(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(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; }