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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Enderman.h"
#include "../Entities/Player.h"
#include "../LineBlockTracer.h"
////////////////////////////////////////////////////////////////////////////////
// cPlayerLookCheck
class cPlayerLookCheck
{
public:
cPlayerLookCheck(Vector3d a_EndermanPos, int a_SightDistance) :
m_Player(nullptr),
m_EndermanPos(a_EndermanPos),
m_SightDistance(a_SightDistance)
{
}
bool operator () (cPlayer & a_Player)
{
// Don't check players who cannot be targeted
if (!a_Player.CanMobsTarget())
{
return false;
}
// Don't check players who are more than SightDistance (64) blocks away
auto Direction = m_EndermanPos - a_Player.GetPosition();
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;
}
// If the player's crosshair is within 5 degrees of the enderman, it counts as looking
auto LookVector = a_Player.GetLookVector();
auto dot = Direction.Dot(LookVector);
if (dot <= cos(0.09)) // 0.09 rad ~ 5 degrees
{
return false;
}
// TODO: Check if endermen are angered through water in Vanilla
if (!cLineBlockTracer::LineOfSightTrace(*a_Player.GetWorld(), m_EndermanPos, a_Player.GetPosition(), 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_EndermanPos;
int m_SightDistance;
} ;
cEnderman::cEnderman(void) :
super("Enderman", mtEnderman, "entity.endermen.hurt", "entity.endermen.death", 0.5, 2.9),
m_bIsScreaming(false),
CarriedBlock(E_BLOCK_AIR),
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(), m_SightDistance);
if (m_World->ForEachPlayer(Callback))
{
return;
}
ASSERT(Callback.GetPlayer() != nullptr);
if (!CheckLight())
{
// Insufficient light for enderman to become aggravated
// TODO: Teleport to a suitable location
return;
}
if (!Callback.GetPlayer()->CanMobsTarget())
{
return;
}
// Target the player
cMonster::EventSeePlayer(Callback.GetPlayer(), a_Chunk);
m_EMState = CHASING;
m_bIsScreaming = true;
GetWorld()->BroadcastEntityMetadata(*this);
}
void cEnderman::CheckEventLostPlayer(void)
{
super::CheckEventLostPlayer();
if (!CheckLight())
{
EventLosePlayer();
}
}
void cEnderman::EventLosePlayer()
{
super::EventLosePlayer();
m_bIsScreaming = false;
GetWorld()->BroadcastEntityMetadata(*this);
}
bool cEnderman::CheckLight()
{
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(POSX_TOINT, POSZ_TOINT, ChunkX, ChunkZ);
// Check if the chunk the enderman is in is lit
if (!m_World->IsChunkLighted(ChunkX, ChunkZ))
{
m_World->QueueLightChunk(ChunkX, ChunkZ);
return true;
}
// Enderman only attack if the skylight is lower or equal to 8
if (m_World->GetBlockSkyLight(POSX_TOINT, POSY_TOINT, POSZ_TOINT) - GetWorld()->GetSkyDarkness() > 8)
{
return false;
}
return true;
}
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;
}
// Take damage when wet, drowning damage seems to be most appropriate
if (
cChunkDef::IsValidHeight(POSY_TOINT) &&
(GetWorld()->IsWeatherWetAtXYZ(GetPosition().Floor()) || IsInWater())
)
{
EventLosePlayer();
TakeDamage(dtDrowning, nullptr, 1, 0);
// TODO teleport to a safe location
}
}
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