#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, cChunk & a_Chunk) { super::InStateChasing(a_Dt, a_Chunk); if (m_Target != nullptr) { MoveToPosition(m_Target->GetPosition()); } } void cAggressiveMonster::EventSeePlayer(cEntity * a_Entity) { if (!static_cast(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(AttackDirection.Length())) && (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 ((m_Target == nullptr) || (m_AttackCoolDownTicksLeft != 0)) { return false; } // Setting this higher gives us more wiggle room for attackrate ResetAttackCooldown(); m_Target->TakeDamage(dtMobAttack, this, m_AttackDamage, 0); return true; }