#pragma once
#include "../Entities/Pawn.h"
#include "../Defines.h"
#include "../BlockID.h"
#include "../Item.h"
#include "../Enchantments.h"
#include "MonsterTypes.h"
class cClientHandle;
class cWorld;
// tolua_begin
class cMonster :
public cPawn
{
typedef cPawn super;
public:
//Depreciated
typedef eMonsterType eType;
enum eFamily
{
mfHostile = 0, // Spider, Zombies ...
mfPassive = 1, // Cows, Pigs
mfAmbient = 2, // Bats
mfWater = 3, // Squid
mfNoSpawn,
mfUnhandled, // Nothing. Be sure this is the last and the others are in order
} ;
// tolua_end
enum MState{ATTACKING, IDLE, CHASING, ESCAPING} m_EMState;
enum MPersonality{PASSIVE, AGGRESSIVE, COWARDLY} m_EMPersonality;
/** 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))
a_SoundHurt and a_SoundDeath are assigned into m_SoundHurt and m_SoundDeath, respectively
*/
cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
CLASS_PROTODEF(cMonster)
virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
virtual void Tick(float a_Dt, cChunk & a_Chunk) override;
virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override;
virtual void KilledBy(TakeDamageInfo & a_TDI) override;
virtual void OnRightClicked(cPlayer & a_Player) override;
virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export
virtual bool ReachedDestination(void);
// tolua_begin
eMonsterType GetMobType(void) const { return m_MobType; }
eFamily GetMobFamily(void) const;
// tolua_end
virtual void CheckEventSeePlayer(void);
virtual void EventSeePlayer(cEntity * a_Player);
/// Reads the monster configuration for the specified monster name and assigns it to this object.
void GetMonsterConfig(const AString & a_Name);
/** Returns whether this mob is undead (skeleton, zombie, etc.) */
virtual bool IsUndead(void);
virtual void EventLosePlayer(void);
virtual void CheckEventLostPlayer(void);
virtual void InStateIdle (float a_Dt);
virtual void InStateChasing (float a_Dt);
virtual void InStateEscaping(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; }
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; }
double GetRelativeWalkSpeed(void) const { return m_RelativeWalkSpeed; } // tolua_export
void SetRelativeWalkSpeed(double a_WalkSpeed) { m_RelativeWalkSpeed = a_WalkSpeed; } // tolua_export
// Overridables to handle ageable mobs
virtual bool IsBaby (void) const { return false; }
virtual bool IsTame (void) const { return false; }
virtual bool IsSitting (void) const { return false; }
// tolua_begin
/** Returns true if the monster has a custom name. */
bool HasCustomName(void) const { return !m_CustomName.empty(); }
/** Gets the custom name of the monster. If no custom name is set, the function returns an empty string. */
const AString & GetCustomName(void) const { return m_CustomName; }
/** Sets the custom name of the monster. You see the name over the monster.
If you want to disable the custom name, simply set an empty string. */
void SetCustomName(const AString & a_CustomName);
/** Is the custom name of this monster always visible? If not, you only see the name when you sight the mob. */
bool IsCustomNameAlwaysVisible(void) const { return m_CustomNameAlwaysVisible; }
/** Sets the custom name visiblity of this monster.
If it's false, you only see the name when you sight the mob. If it's true, you always see the custom name. */
void SetCustomNameAlwaysVisible(bool a_CustomNameAlwaysVisible);
/// Translates MobType enum to a string, empty string if unknown
static AString MobTypeToString(eMonsterType a_MobType);
/// Translates MobType string to the enum, mtInvalidType if not recognized
static eMonsterType StringToMobType(const AString & a_MobTypeName);
/// Returns the mob family based on the type
static eFamily FamilyFromType(eMonsterType a_MobType);
/// Returns the spawn delay (number of game ticks between spawn attempts) for the given mob family
static int GetSpawnDelay(cMonster::eFamily a_MobFamily);
// tolua_end
/** Creates a new object of the specified mob.
a_MobType is the type of the mob to be created
Asserts and returns null if mob type is not specified
*/
static cMonster * NewMonsterFromType(eMonsterType a_MobType);
protected:
/* ======= PATHFINDING ======= */
/** 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;
/** 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 <= POSY_TOINT) ||
DoesPosYRequireJump(a_PosY)
);
}
/** Returns if a monster can reach a given height by jumping */
inline bool DoesPosYRequireJump(int a_PosY)
{
return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 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 ========= */
virtual void HandleFalling(void);
int m_LastGroundHeight;
/* =========================== */
float m_IdleInterval;
float m_DestroyTimer;
eMonsterType m_MobType;
AString m_CustomName;
bool m_CustomNameAlwaysVisible;
AString m_SoundHurt;
AString m_SoundDeath;
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;
double m_RelativeWalkSpeed;
/** 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);
} ; // tolua_export