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authorLogicParrot <LogicParrot@users.noreply.github.com>2017-08-22 12:32:14 +0200
committerLogicParrot <LogicParrot@users.noreply.github.com>2017-08-22 19:55:30 +0200
commitc6cb521bf54bd90e5d60ce16ddf8be8a7a862957 (patch)
treedfb6e391b1769f12cbb3d62c621e93f27254bdb9
parentcmakeLists (diff)
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-rw-r--r--src/Mobs/Behaviors/BehaviorAggressive.h26
-rw-r--r--src/Mobs/Monster.cpp2079
-rw-r--r--src/Mobs/Monster.h453
3 files changed, 1317 insertions, 1241 deletions
diff --git a/src/Mobs/Behaviors/BehaviorAggressive.h b/src/Mobs/Behaviors/BehaviorAggressive.h
index 43747d0e2..0235aa99b 100644
--- a/src/Mobs/Behaviors/BehaviorAggressive.h
+++ b/src/Mobs/Behaviors/BehaviorAggressive.h
@@ -9,23 +9,23 @@ class cBehaviorAggressive
{
public:
- cBehaviorAggressive(cMonster * a_Parent, int a_MinimumLight);
+ cBehaviorAggressive(cMonster * a_Parent, int a_MinimumLight);
- // cBehaviorAggressive(cMonster * a_Parent, bool a_HatesPlayer);
- // TODO agression toward specific players, and specific mobtypes, etc
- // Agression under specific conditions (nighttime, etc)
+ // cBehaviorAggressive(cMonster * a_Parent, bool a_HatesPlayer);
+ // TODO agression toward specific players, and specific mobtypes, etc
+ // Agression under specific conditions (nighttime, etc)
- // Functions our host Monster should invoke:
- bool ActiveTick();
- void Destroyed();
+ // Functions our host Monster should invoke:
+ bool ActiveTick();
+ void Destroyed();
private:
- cPawn * FindNewTarget();
+ cPawn * FindNewTarget();
- // Our parent
- cMonster * m_Parent;
- cBehaviorChaser * m_ParentChaser;
+ // Our parent
+ cMonster * m_Parent;
+ cBehaviorChaser * m_ParentChaser;
- // The mob we want to attack
- cPawn * m_Target;
+ // The mob we want to attack
+ cPawn * m_Target;
};
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index d1c2413c3..f2af7b716 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -34,43 +34,43 @@ m_VanillaName is the name that vanilla use for this mob.
*/
static const struct
{
- eMonsterType m_Type;
- const char * m_lcName;
- const char * m_VanillaName;
- const char * m_VanillaNameNBT;
+ eMonsterType m_Type;
+ const char * m_lcName;
+ const char * m_VanillaName;
+ const char * m_VanillaNameNBT;
} g_MobTypeNames[] =
{
- {mtBat, "bat", "Bat", "bat"},
- {mtBlaze, "blaze", "Blaze", "blaze"},
- {mtCaveSpider, "cavespider", "CaveSpider", "cave_spider"},
- {mtChicken, "chicken", "Chicken", "chicken"},
- {mtCow, "cow", "Cow", "cow"},
- {mtCreeper, "creeper", "Creeper", "creeper"},
- {mtEnderman, "enderman", "Enderman", "enderman"},
- {mtEnderDragon, "enderdragon", "EnderDragon", "ender_dragon"},
- {mtGhast, "ghast", "Ghast", "ghast"},
- {mtGiant, "giant", "Giant", "giant"},
- {mtGuardian, "guardian", "Guardian", "guardian"},
- {mtHorse, "horse", "EntityHorse", "horse"},
- {mtIronGolem, "irongolem", "VillagerGolem", "iron_golem"},
- {mtMagmaCube, "magmacube", "LavaSlime", "magma_cube"},
- {mtMooshroom, "mooshroom", "MushroomCow", "mooshroom"},
- {mtOcelot, "ocelot", "Ozelot", "ocelot"},
- {mtPig, "pig", "Pig", "pig"},
- {mtRabbit, "rabbit", "Rabbit", "rabbit"},
- {mtSheep, "sheep", "Sheep", "sheep"},
- {mtSilverfish, "silverfish", "Silverfish", "silverfish"},
- {mtSkeleton, "skeleton", "Skeleton", "skeleton"},
- {mtSlime, "slime", "Slime", "slime"},
- {mtSnowGolem, "snowgolem", "SnowMan", "snow_golem"},
- {mtSpider, "spider", "Spider", "spider"},
- {mtSquid, "squid", "Squid", "squid"},
- {mtVillager, "villager", "Villager", "villager"},
- {mtWitch, "witch", "Witch", "witch"},
- {mtWither, "wither", "WitherBoss", "wither"},
- {mtWolf, "wolf", "Wolf", "wolf"},
- {mtZombie, "zombie", "Zombie", "zombie"},
- {mtZombiePigman, "zombiepigman", "PigZombie", "zombie_pigman"},
+ {mtBat, "bat", "Bat", "bat"},
+ {mtBlaze, "blaze", "Blaze", "blaze"},
+ {mtCaveSpider, "cavespider", "CaveSpider", "cave_spider"},
+ {mtChicken, "chicken", "Chicken", "chicken"},
+ {mtCow, "cow", "Cow", "cow"},
+ {mtCreeper, "creeper", "Creeper", "creeper"},
+ {mtEnderman, "enderman", "Enderman", "enderman"},
+ {mtEnderDragon, "enderdragon", "EnderDragon", "ender_dragon"},
+ {mtGhast, "ghast", "Ghast", "ghast"},
+ {mtGiant, "giant", "Giant", "giant"},
+ {mtGuardian, "guardian", "Guardian", "guardian"},
+ {mtHorse, "horse", "EntityHorse", "horse"},
+ {mtIronGolem, "irongolem", "VillagerGolem", "iron_golem"},
+ {mtMagmaCube, "magmacube", "LavaSlime", "magma_cube"},
+ {mtMooshroom, "mooshroom", "MushroomCow", "mooshroom"},
+ {mtOcelot, "ocelot", "Ozelot", "ocelot"},
+ {mtPig, "pig", "Pig", "pig"},
+ {mtRabbit, "rabbit", "Rabbit", "rabbit"},
+ {mtSheep, "sheep", "Sheep", "sheep"},
+ {mtSilverfish, "silverfish", "Silverfish", "silverfish"},
+ {mtSkeleton, "skeleton", "Skeleton", "skeleton"},
+ {mtSlime, "slime", "Slime", "slime"},
+ {mtSnowGolem, "snowgolem", "SnowMan", "snow_golem"},
+ {mtSpider, "spider", "Spider", "spider"},
+ {mtSquid, "squid", "Squid", "squid"},
+ {mtVillager, "villager", "Villager", "villager"},
+ {mtWitch, "witch", "Witch", "witch"},
+ {mtWither, "wither", "WitherBoss", "wither"},
+ {mtWolf, "wolf", "Wolf", "wolf"},
+ {mtZombie, "zombie", "Zombie", "zombie"},
+ {mtZombiePigman, "zombiepigman", "PigZombie", "zombie_pigman"},
} ;
@@ -81,46 +81,46 @@ static const struct
// cMonster:
cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height)
- : super(etMonster, a_Width, a_Height)
- , m_EMState(IDLE)
- , m_EMPersonality(AGGRESSIVE)
- , m_PathFinder(a_Width, a_Height)
- , m_PathfinderActivated(false)
- , m_JumpCoolDown(0)
- , m_IdleInterval(0)
- , m_DestroyTimer(0)
- , m_MobType(a_MobType)
- , m_CustomName("")
- , m_CustomNameAlwaysVisible(false)
- , m_SoundHurt(a_SoundHurt)
- , m_SoundDeath(a_SoundDeath)
- , m_AttackRate(3)
- , m_AttackDamage(1)
- , m_AttackRange(1)
- , m_AttackCoolDownTicksLeft(0)
- , m_SightDistance(25)
- , m_DropChanceWeapon(0.085f)
- , m_DropChanceHelmet(0.085f)
- , m_DropChanceChestplate(0.085f)
- , m_DropChanceLeggings(0.085f)
- , m_DropChanceBoots(0.085f)
- , m_CanPickUpLoot(true)
- , m_TicksSinceLastDamaged(100)
- , m_BurnsInDaylight(false)
- , m_RelativeWalkSpeed(1)
- , m_Age(1)
- , m_AgingTimer(20 * 60 * 20) // about 20 minutes
- , m_WasLastTargetAPlayer(false)
- , m_LeashedTo(nullptr)
- , m_LeashToPos(nullptr)
- , m_IsLeashActionJustDone(false)
- , m_CanBeLeashed(GetMobFamily() == eFamily::mfPassive)
- , m_Target(nullptr)
+ : super(etMonster, a_Width, a_Height)
+ , m_EMState(IDLE)
+ , m_EMPersonality(AGGRESSIVE)
+ , m_PathFinder(a_Width, a_Height)
+ , m_PathfinderActivated(false)
+ , m_JumpCoolDown(0)
+ , m_IdleInterval(0)
+ , m_DestroyTimer(0)
+ , m_MobType(a_MobType)
+ , m_CustomName("")
+ , m_CustomNameAlwaysVisible(false)
+ , m_SoundHurt(a_SoundHurt)
+ , m_SoundDeath(a_SoundDeath)
+ , m_AttackRate(3)
+ , m_AttackDamage(1)
+ , m_AttackRange(1)
+ , m_AttackCoolDownTicksLeft(0)
+ , m_SightDistance(25)
+ , m_DropChanceWeapon(0.085f)
+ , m_DropChanceHelmet(0.085f)
+ , m_DropChanceChestplate(0.085f)
+ , m_DropChanceLeggings(0.085f)
+ , m_DropChanceBoots(0.085f)
+ , m_CanPickUpLoot(true)
+ , m_TicksSinceLastDamaged(100)
+ , m_BurnsInDaylight(false)
+ , m_RelativeWalkSpeed(1)
+ , m_Age(1)
+ , m_AgingTimer(20 * 60 * 20) // about 20 minutes
+ , m_WasLastTargetAPlayer(false)
+ , m_LeashedTo(nullptr)
+ , m_LeashToPos(nullptr)
+ , m_IsLeashActionJustDone(false)
+ , m_CanBeLeashed(GetMobFamily() == eFamily::mfPassive)
+ , m_Target(nullptr)
{
- if (!a_ConfigName.empty())
- {
- GetMonsterConfig(a_ConfigName);
- }
+ if (!a_ConfigName.empty())
+ {
+ GetMonsterConfig(a_ConfigName);
+ }
}
@@ -129,7 +129,7 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A
cMonster::~cMonster()
{
- ASSERT(GetTarget() == nullptr);
+ ASSERT(GetTarget() == nullptr);
}
@@ -138,19 +138,19 @@ cMonster::~cMonster()
void cMonster::Destroy(bool a_ShouldBroadcast)
{
- if (IsLeashed())
- {
- cEntity * LeashedTo = GetLeashedTo();
- Unleash(false, a_ShouldBroadcast);
-
- // Remove leash knot if there are no more mobs leashed to
- if (!LeashedTo->HasAnyMobLeashed() && LeashedTo->IsLeashKnot())
- {
- LeashedTo->Destroy();
- }
- }
-
- super::Destroy(a_ShouldBroadcast);
+ if (IsLeashed())
+ {
+ cEntity * LeashedTo = GetLeashedTo();
+ Unleash(false, a_ShouldBroadcast);
+
+ // Remove leash knot if there are no more mobs leashed to
+ if (!LeashedTo->HasAnyMobLeashed() && LeashedTo->IsLeashKnot())
+ {
+ LeashedTo->Destroy();
+ }
+ }
+
+ super::Destroy(a_ShouldBroadcast);
}
@@ -159,8 +159,8 @@ void cMonster::Destroy(bool a_ShouldBroadcast)
void cMonster::Destroyed()
{
- SetTarget(nullptr); // Tell them we're no longer targeting them.
- super::Destroyed();
+ SetTarget(nullptr); // Tell them we're no longer targeting them.
+ super::Destroyed();
}
@@ -169,12 +169,12 @@ void cMonster::Destroyed()
void cMonster::SpawnOn(cClientHandle & a_Client)
{
- a_Client.SendSpawnMob(*this);
+ a_Client.SendSpawnMob(*this);
- if (IsLeashed())
- {
- a_Client.SendLeashEntity(*this, *this->GetLeashedTo());
- }
+ if (IsLeashed())
+ {
+ a_Client.SendLeashEntity(*this, *this->GetLeashedTo());
+ }
}
@@ -183,71 +183,71 @@ void cMonster::SpawnOn(cClientHandle & a_Client)
void cMonster::MoveToWayPoint(cChunk & a_Chunk)
{
- if ((m_NextWayPointPosition - GetPosition()).SqrLength() < WAYPOINT_RADIUS * WAYPOINT_RADIUS)
- {
- return;
- }
-
- if (m_JumpCoolDown <= 0)
- {
- if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
- {
- if (
- (IsOnGround() && (GetSpeed().SqrLength() <= 0.5)) || // If walking on the ground, we need to slow down first, otherwise we miss the jump
- IsSwimming()
- )
- {
- m_bOnGround = false;
- m_JumpCoolDown = 20;
- AddPosY(1.6); // Jump!!
- SetSpeedY(1);
- SetSpeedX(3.2 * (m_NextWayPointPosition.x - GetPosition().x)); // Move forward in a preset speed.
- SetSpeedZ(3.2 * (m_NextWayPointPosition.z - GetPosition().z)); // The numbers were picked based on trial and error
- }
- }
- }
- else
- {
- --m_JumpCoolDown;
- }
-
- Vector3d Distance = m_NextWayPointPosition - GetPosition();
- if ((std::abs(Distance.x) > 0.05) || (std::abs(Distance.z) > 0.05))
- {
- Distance.y = 0;
- Distance.Normalize();
-
- if (m_bOnGround)
- {
- Distance *= 2.5f;
- }
- else if (IsSwimming())
- {
- Distance *= 1.3f;
- }
- else
- {
- // Don't let the mob move too much if he's falling.
- Distance *= 0.25f;
- }
- // Apply walk speed:
- Distance *= m_RelativeWalkSpeed;
- /* Reduced default speed.
- Close to Vanilla, easier for mobs to follow m_NextWayPointPositions, hence
- better pathfinding. */
- Distance *= 0.5;
- AddSpeedX(Distance.x);
- AddSpeedZ(Distance.z);
- }
-
- // Speed up leashed mobs getting far from player
- if (IsLeashed() && GetLeashedTo()->IsPlayer())
- {
- Distance = GetLeashedTo()->GetPosition() - GetPosition();
- Distance.Normalize();
- AddSpeedX(Distance.x);
- AddSpeedZ(Distance.z);
- }
+ if ((m_NextWayPointPosition - GetPosition()).SqrLength() < WAYPOINT_RADIUS * WAYPOINT_RADIUS)
+ {
+ return;
+ }
+
+ if (m_JumpCoolDown <= 0)
+ {
+ if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
+ {
+ if (
+ (IsOnGround() && (GetSpeed().SqrLength() <= 0.5)) || // If walking on the ground, we need to slow down first, otherwise we miss the jump
+ IsSwimming()
+ )
+ {
+ m_bOnGround = false;
+ m_JumpCoolDown = 20;
+ AddPosY(1.6); // Jump!!
+ SetSpeedY(1);
+ SetSpeedX(3.2 * (m_NextWayPointPosition.x - GetPosition().x)); // Move forward in a preset speed.
+ SetSpeedZ(3.2 * (m_NextWayPointPosition.z - GetPosition().z)); // The numbers were picked based on trial and error
+ }
+ }
+ }
+ else
+ {
+ --m_JumpCoolDown;
+ }
+
+ Vector3d Distance = m_NextWayPointPosition - GetPosition();
+ if ((std::abs(Distance.x) > 0.05) || (std::abs(Distance.z) > 0.05))
+ {
+ Distance.y = 0;
+ Distance.Normalize();
+
+ if (m_bOnGround)
+ {
+ Distance *= 2.5f;
+ }
+ else if (IsSwimming())
+ {
+ Distance *= 1.3f;
+ }
+ else
+ {
+ // Don't let the mob move too much if he's falling.
+ Distance *= 0.25f;
+ }
+ // Apply walk speed:
+ Distance *= m_RelativeWalkSpeed;
+ /* Reduced default speed.
+ Close to Vanilla, easier for mobs to follow m_NextWayPointPositions, hence
+ better pathfinding. */
+ Distance *= 0.5;
+ AddSpeedX(Distance.x);
+ AddSpeedZ(Distance.z);
+ }
+
+ // Speed up leashed mobs getting far from player
+ if (IsLeashed() && GetLeashedTo()->IsPlayer())
+ {
+ Distance = GetLeashedTo()->GetPosition() - GetPosition();
+ Distance.Normalize();
+ AddSpeedX(Distance.x);
+ AddSpeedZ(Distance.z);
+ }
}
@@ -263,8 +263,8 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
void cMonster::MoveToPosition(const Vector3d & a_Position)
{
- m_FinalDestination = a_Position;
- m_PathfinderActivated = true;
+ m_FinalDestination = a_Position;
+ m_PathfinderActivated = true;
}
@@ -273,7 +273,7 @@ void cMonster::MoveToPosition(const Vector3d & a_Position)
void cMonster::StopMovingToPosition()
{
- m_PathfinderActivated = false;
+ m_PathfinderActivated = false;
}
@@ -282,140 +282,140 @@ void cMonster::StopMovingToPosition()
void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
- super::Tick(a_Dt, a_Chunk);
- if (!IsTicking())
- {
- // The base class tick destroyed us
- return;
- }
- GET_AND_VERIFY_CURRENT_CHUNK(Chunk, POSX_TOINT, POSZ_TOINT);
-
- ASSERT((GetTarget() == nullptr) || (GetTarget()->IsPawn() && (GetTarget()->GetWorld() == GetWorld())));
- if (m_AttackCoolDownTicksLeft > 0)
- {
- m_AttackCoolDownTicksLeft -= 1;
- }
-
- if (m_Health <= 0)
- {
- // The mob is dead, but we're still animating the "puff" they leave when they die
- m_DestroyTimer += a_Dt;
- if (m_DestroyTimer > std::chrono::seconds(1))
- {
- Destroy(true);
- }
- return;
- }
-
- if (m_TicksSinceLastDamaged < 100)
- {
- ++m_TicksSinceLastDamaged;
- }
- if ((GetTarget() != nullptr))
- {
- ASSERT(GetTarget()->IsTicking());
-
- if (GetTarget()->IsPlayer())
- {
- if (!static_cast<cPlayer *>(GetTarget())->CanMobsTarget())
- {
- SetTarget(nullptr);
- m_EMState = IDLE;
- }
- }
- }
-
- // Process the undead burning in daylight.
- HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
-
- bool a_IsFollowingPath = false;
- if (m_PathfinderActivated)
- {
- if (ReachedFinalDestination() || (m_LeashToPos != nullptr))
- {
- StopMovingToPosition(); // Simply sets m_PathfinderActivated to false.
- }
- else
- {
- // Note that m_NextWayPointPosition is actually returned by GetNextWayPoint)
- switch (m_PathFinder.GetNextWayPoint(*Chunk, GetPosition(), &m_FinalDestination, &m_NextWayPointPosition, m_EMState == IDLE ? true : false))
- {
- case ePathFinderStatus::PATH_FOUND:
- {
- /* If I burn in daylight, and I won't burn where I'm standing, and I'll burn in my next position, and at least one of those is true:
- 1. I am idle
- 2. I was not hurt by a player recently.
- Then STOP. */
- if (
- m_BurnsInDaylight && ((m_TicksSinceLastDamaged >= 100) || (m_EMState == IDLE)) &&
- WouldBurnAt(m_NextWayPointPosition, *Chunk) &&
- !WouldBurnAt(GetPosition(), *Chunk)
- )
- {
- // If we burn in daylight, and we would burn at the next step, and we won't burn where we are right now, and we weren't provoked recently:
- StopMovingToPosition();
- }
- else
- {
- a_IsFollowingPath = true; // Used for proper body / head orientation only.
- MoveToWayPoint(*Chunk);
- }
- break;
- }
- case ePathFinderStatus::PATH_NOT_FOUND:
- {
- StopMovingToPosition();
- break;
- }
- default:
- {
-
- }
- }
- }
- }
-
- SetPitchAndYawFromDestination(a_IsFollowingPath);
-
- switch (m_EMState)
- {
- case IDLE:
- {
- // If enemy passive we ignore checks for player visibility.
- InStateIdle(a_Dt, a_Chunk);
- break;
- }
- case CHASING:
- {
- // If we do not see a player anymore skip chasing action.
- InStateChasing(a_Dt, a_Chunk);
- break;
- }
- case ESCAPING:
- {
- InStateEscaping(a_Dt, a_Chunk);
- break;
- }
- case ATTACKING: break;
- } // switch (m_EMState)
-
- // Leash calculations
- if ((m_TicksAlive % LEASH_ACTIONS_TICK_STEP) == 0)
- {
- CalcLeashActions();
- }
-
- BroadcastMovementUpdate();
-
- if (m_AgingTimer > 0)
- {
- m_AgingTimer--;
- if ((m_AgingTimer <= 0) && IsBaby())
- {
- SetAge(1);
- m_World->BroadcastEntityMetadata(*this);
- }
- }
+ super::Tick(a_Dt, a_Chunk);
+ if (!IsTicking())
+ {
+ // The base class tick destroyed us
+ return;
+ }
+ GET_AND_VERIFY_CURRENT_CHUNK(Chunk, POSX_TOINT, POSZ_TOINT);
+
+ ASSERT((GetTarget() == nullptr) || (GetTarget()->IsPawn() && (GetTarget()->GetWorld() == GetWorld())));
+ if (m_AttackCoolDownTicksLeft > 0)
+ {
+ m_AttackCoolDownTicksLeft -= 1;
+ }
+
+ if (m_Health <= 0)
+ {
+ // The mob is dead, but we're still animating the "puff" they leave when they die
+ m_DestroyTimer += a_Dt;
+ if (m_DestroyTimer > std::chrono::seconds(1))
+ {
+ Destroy(true);
+ }
+ return;
+ }
+
+ if (m_TicksSinceLastDamaged < 100)
+ {
+ ++m_TicksSinceLastDamaged;
+ }
+ if ((GetTarget() != nullptr))
+ {
+ ASSERT(GetTarget()->IsTicking());
+
+ if (GetTarget()->IsPlayer())
+ {
+ if (!static_cast<cPlayer *>(GetTarget())->CanMobsTarget())
+ {
+ SetTarget(nullptr);
+ m_EMState = IDLE;
+ }
+ }
+ }
+
+ // Process the undead burning in daylight.
+ HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
+
+ bool a_IsFollowingPath = false;
+ if (m_PathfinderActivated)
+ {
+ if (ReachedFinalDestination() || (m_LeashToPos != nullptr))
+ {
+ StopMovingToPosition(); // Simply sets m_PathfinderActivated to false.
+ }
+ else
+ {
+ // Note that m_NextWayPointPosition is actually returned by GetNextWayPoint)
+ switch (m_PathFinder.GetNextWayPoint(*Chunk, GetPosition(), &m_FinalDestination, &m_NextWayPointPosition, m_EMState == IDLE ? true : false))
+ {
+ case ePathFinderStatus::PATH_FOUND:
+ {
+ /* If I burn in daylight, and I won't burn where I'm standing, and I'll burn in my next position, and at least one of those is true:
+ 1. I am idle
+ 2. I was not hurt by a player recently.
+ Then STOP. */
+ if (
+ m_BurnsInDaylight && ((m_TicksSinceLastDamaged >= 100) || (m_EMState == IDLE)) &&
+ WouldBurnAt(m_NextWayPointPosition, *Chunk) &&
+ !WouldBurnAt(GetPosition(), *Chunk)
+ )
+ {
+ // If we burn in daylight, and we would burn at the next step, and we won't burn where we are right now, and we weren't provoked recently:
+ StopMovingToPosition();
+ }
+ else
+ {
+ a_IsFollowingPath = true; // Used for proper body / head orientation only.
+ MoveToWayPoint(*Chunk);
+ }
+ break;
+ }
+ case ePathFinderStatus::PATH_NOT_FOUND:
+ {
+ StopMovingToPosition();
+ break;
+ }
+ default:
+ {
+
+ }
+ }
+ }
+ }
+
+ SetPitchAndYawFromDestination(a_IsFollowingPath);
+
+ switch (m_EMState)
+ {
+ case IDLE:
+ {
+ // If enemy passive we ignore checks for player visibility.
+ InStateIdle(a_Dt, a_Chunk);
+ break;
+ }
+ case CHASING:
+ {
+ // If we do not see a player anymore skip chasing action.
+ InStateChasing(a_Dt, a_Chunk);
+ break;
+ }
+ case ESCAPING:
+ {
+ InStateEscaping(a_Dt, a_Chunk);
+ break;
+ }
+ case ATTACKING: break;
+ } // switch (m_EMState)
+
+ // Leash calculations
+ if ((m_TicksAlive % LEASH_ACTIONS_TICK_STEP) == 0)
+ {
+ CalcLeashActions();
+ }
+
+ BroadcastMovementUpdate();
+
+ if (m_AgingTimer > 0)
+ {
+ m_AgingTimer--;
+ if ((m_AgingTimer <= 0) && IsBaby())
+ {
+ SetAge(1);
+ m_World->BroadcastEntityMetadata(*this);
+ }
+ }
}
@@ -424,31 +424,31 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
void cMonster::CalcLeashActions()
{
- // This mob just spotted in the world and [m_LeashToPos not null] shows that should be leashed to a leash knot at m_LeashToPos.
- // This keeps trying until knot is found. Leash knot may be in a different chunk that needn't or can't be loaded yet.
- if (!IsLeashed() && (m_LeashToPos != nullptr))
- {
- auto LeashKnot = cLeashKnot::FindKnotAtPos(*m_World, { FloorC(m_LeashToPos->x), FloorC(m_LeashToPos->y), FloorC(m_LeashToPos->z) });
- if (LeashKnot != nullptr)
- {
- LeashTo(LeashKnot);
- SetLeashToPos(nullptr);
- }
- }
- else if (IsLeashed()) // Mob is already leashed to an entity: follow it.
- {
- // TODO: leashed mobs in vanilla can move around up to 5 blocks distance from leash origin
- MoveToPosition(m_LeashedTo->GetPosition());
-
- // If distance to target > 10 break leash
- Vector3f a_Distance(m_LeashedTo->GetPosition() - GetPosition());
- double Distance(a_Distance.Length());
- if (Distance > 10.0)
- {
- LOGD("Leash broken (distance)");
- Unleash(false);
- }
- }
+ // This mob just spotted in the world and [m_LeashToPos not null] shows that should be leashed to a leash knot at m_LeashToPos.
+ // This keeps trying until knot is found. Leash knot may be in a different chunk that needn't or can't be loaded yet.
+ if (!IsLeashed() && (m_LeashToPos != nullptr))
+ {
+ auto LeashKnot = cLeashKnot::FindKnotAtPos(*m_World, { FloorC(m_LeashToPos->x), FloorC(m_LeashToPos->y), FloorC(m_LeashToPos->z) });
+ if (LeashKnot != nullptr)
+ {
+ LeashTo(LeashKnot);
+ SetLeashToPos(nullptr);
+ }
+ }
+ else if (IsLeashed()) // Mob is already leashed to an entity: follow it.
+ {
+ // TODO: leashed mobs in vanilla can move around up to 5 blocks distance from leash origin
+ MoveToPosition(m_LeashedTo->GetPosition());
+
+ // If distance to target > 10 break leash
+ Vector3f a_Distance(m_LeashedTo->GetPosition() - GetPosition());
+ double Distance(a_Distance.Length());
+ if (Distance > 10.0)
+ {
+ LOGD("Leash broken (distance)");
+ Unleash(false);
+ }
+ }
}
@@ -457,52 +457,52 @@ void cMonster::CalcLeashActions()
void cMonster::SetPitchAndYawFromDestination(bool a_IsFollowingPath)
{
- Vector3d BodyDistance;
- if (!a_IsFollowingPath && (GetTarget() != nullptr))
- {
- BodyDistance = GetTarget()->GetPosition() - GetPosition();
- }
- else
- {
- BodyDistance = m_NextWayPointPosition - GetPosition();
- }
- double BodyRotation, BodyPitch;
- BodyDistance.Normalize();
- VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch);
- SetYaw(BodyRotation);
-
- Vector3d HeadDistance;
- if (GetTarget() != nullptr)
- {
- if (GetTarget()->IsPlayer()) // Look at a player
- {
- HeadDistance = GetTarget()->GetPosition() - GetPosition();
- }
- else // Look at some other entity
- {
- HeadDistance = GetTarget()->GetPosition() - GetPosition();
- // HeadDistance.y = GetTarget()->GetPosY() + GetHeight();
- }
- }
- else // Look straight
- {
- HeadDistance = BodyDistance;
- HeadDistance.y = 0;
- }
-
- double HeadRotation, HeadPitch;
- HeadDistance.Normalize();
- VectorToEuler(HeadDistance.x, HeadDistance.y, HeadDistance.z, HeadRotation, HeadPitch);
- if ((std::abs(BodyRotation - HeadRotation) < 70) && (std::abs(HeadPitch) < 60))
- {
- SetHeadYaw(HeadRotation);
- SetPitch(-HeadPitch);
- }
- else
- {
- SetHeadYaw(BodyRotation);
- SetPitch(0);
- }
+ Vector3d BodyDistance;
+ if (!a_IsFollowingPath && (GetTarget() != nullptr))
+ {
+ BodyDistance = GetTarget()->GetPosition() - GetPosition();
+ }
+ else
+ {
+ BodyDistance = m_NextWayPointPosition - GetPosition();
+ }
+ double BodyRotation, BodyPitch;
+ BodyDistance.Normalize();
+ VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch);
+ SetYaw(BodyRotation);
+
+ Vector3d HeadDistance;
+ if (GetTarget() != nullptr)
+ {
+ if (GetTarget()->IsPlayer()) // Look at a player
+ {
+ HeadDistance = GetTarget()->GetPosition() - GetPosition();
+ }
+ else // Look at some other entity
+ {
+ HeadDistance = GetTarget()->GetPosition() - GetPosition();
+ // HeadDistance.y = GetTarget()->GetPosY() + GetHeight();
+ }
+ }
+ else // Look straight
+ {
+ HeadDistance = BodyDistance;
+ HeadDistance.y = 0;
+ }
+
+ double HeadRotation, HeadPitch;
+ HeadDistance.Normalize();
+ VectorToEuler(HeadDistance.x, HeadDistance.y, HeadDistance.z, HeadRotation, HeadPitch);
+ if ((std::abs(BodyRotation - HeadRotation) < 70) && (std::abs(HeadPitch) < 60))
+ {
+ SetHeadYaw(HeadRotation);
+ SetPitch(-HeadPitch);
+ }
+ else
+ {
+ SetHeadYaw(BodyRotation);
+ SetPitch(0);
+ }
}
@@ -511,8 +511,8 @@ void cMonster::SetPitchAndYawFromDestination(bool a_IsFollowingPath)
void cMonster::HandleFalling()
{
- m_bTouchGround = IsOnGround();
- super::HandleFalling();
+ m_bTouchGround = IsOnGround();
+ super::HandleFalling();
}
@@ -521,27 +521,27 @@ void cMonster::HandleFalling()
int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ)
{
- int PosY = POSY_TOINT;
- PosY = Clamp(PosY, 0, cChunkDef::Height);
-
- if (!cBlockInfo::IsSolid(m_World->GetBlock(FloorC(a_PosX), PosY, FloorC(a_PosZ))))
- {
- while (!cBlockInfo::IsSolid(m_World->GetBlock(FloorC(a_PosX), PosY, FloorC(a_PosZ))) && (PosY > 0))
- {
- PosY--;
- }
-
- return PosY + 1;
- }
- else
- {
- while ((PosY < cChunkDef::Height) && cBlockInfo::IsSolid(m_World->GetBlock(static_cast<int>(floor(a_PosX)), PosY, static_cast<int>(floor(a_PosZ)))))
- {
- PosY++;
- }
-
- return PosY;
- }
+ int PosY = POSY_TOINT;
+ PosY = Clamp(PosY, 0, cChunkDef::Height);
+
+ if (!cBlockInfo::IsSolid(m_World->GetBlock(FloorC(a_PosX), PosY, FloorC(a_PosZ))))
+ {
+ while (!cBlockInfo::IsSolid(m_World->GetBlock(FloorC(a_PosX), PosY, FloorC(a_PosZ))) && (PosY > 0))
+ {
+ PosY--;
+ }
+
+ return PosY + 1;
+ }
+ else
+ {
+ while ((PosY < cChunkDef::Height) && cBlockInfo::IsSolid(m_World->GetBlock(static_cast<int>(floor(a_PosX)), PosY, static_cast<int>(floor(a_PosZ)))))
+ {
+ PosY++;
+ }
+
+ return PosY;
+ }
}
@@ -550,28 +550,28 @@ int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ)
bool cMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
{
- if (!super::DoTakeDamage(a_TDI))
- {
- return false;
- }
-
- if (!m_SoundHurt.empty() && (m_Health > 0))
- {
- m_World->BroadcastSoundEffect(m_SoundHurt, GetPosX(), GetPosY(), GetPosZ(), 1.0f, 0.8f);
- }
-
- if ((a_TDI.Attacker != nullptr) && a_TDI.Attacker->IsPawn())
- {
- if (
- (!a_TDI.Attacker->IsPlayer()) ||
- (static_cast<cPlayer *>(a_TDI.Attacker)->CanMobsTarget())
- )
- {
- SetTarget(static_cast<cPawn*>(a_TDI.Attacker));
- }
- m_TicksSinceLastDamaged = 0;
- }
- return true;
+ if (!super::DoTakeDamage(a_TDI))
+ {
+ return false;
+ }
+
+ if (!m_SoundHurt.empty() && (m_Health > 0))
+ {
+ m_World->BroadcastSoundEffect(m_SoundHurt, GetPosX(), GetPosY(), GetPosZ(), 1.0f, 0.8f);
+ }
+
+ if ((a_TDI.Attacker != nullptr) && a_TDI.Attacker->IsPawn())
+ {
+ if (
+ (!a_TDI.Attacker->IsPlayer()) ||
+ (static_cast<cPlayer *>(a_TDI.Attacker)->CanMobsTarget())
+ )
+ {
+ SetTarget(static_cast<cPawn*>(a_TDI.Attacker));
+ }
+ m_TicksSinceLastDamaged = 0;
+ }
+ return true;
}
@@ -580,77 +580,77 @@ bool cMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
void cMonster::KilledBy(TakeDamageInfo & a_TDI)
{
- super::KilledBy(a_TDI);
- if (m_SoundHurt != "")
- {
- m_World->BroadcastSoundEffect(m_SoundDeath, GetPosX(), GetPosY(), GetPosZ(), 1.0f, 0.8f);
- }
- int Reward;
- switch (m_MobType)
- {
- // Animals
- case mtChicken:
- case mtCow:
- case mtHorse:
- case mtPig:
- case mtRabbit:
- case mtSheep:
- case mtSquid:
- case mtMooshroom:
- case mtOcelot:
- case mtWolf:
- {
- Reward = GetRandomProvider().RandInt(1, 3);
- break;
- }
-
- // Monsters
- case mtCaveSpider:
- case mtCreeper:
- case mtEnderman:
- case mtGhast:
- case mtGuardian:
- case mtSilverfish:
- case mtSkeleton:
- case mtSpider:
- case mtWitch:
- case mtZombie:
- case mtZombiePigman:
- case mtSlime:
- case mtMagmaCube:
- {
- Reward = GetRandomProvider().RandInt(6, 8);
- break;
- }
- case mtBlaze:
- {
- Reward = 10;
- break;
- }
-
- // Bosses
- case mtEnderDragon:
- {
- Reward = 12000;
- break;
- }
- case mtWither:
- {
- Reward = 50;
- break;
- }
-
- default:
- {
- Reward = 0;
- break;
- }
- }
- if ((a_TDI.Attacker != nullptr) && (!IsBaby()))
- {
- m_World->SpawnExperienceOrb(GetPosX(), GetPosY(), GetPosZ(), Reward);
- }
- m_DestroyTimer = std::chrono::milliseconds(0);
+ super::KilledBy(a_TDI);
+ if (m_SoundHurt != "")
+ {
+ m_World->BroadcastSoundEffect(m_SoundDeath, GetPosX(), GetPosY(), GetPosZ(), 1.0f, 0.8f);
+ }
+ int Reward;
+ switch (m_MobType)
+ {
+ // Animals
+ case mtChicken:
+ case mtCow:
+ case mtHorse:
+ case mtPig:
+ case mtRabbit:
+ case mtSheep:
+ case mtSquid:
+ case mtMooshroom:
+ case mtOcelot:
+ case mtWolf:
+ {
+ Reward = GetRandomProvider().RandInt(1, 3);
+ break;
+ }
+
+ // Monsters
+ case mtCaveSpider:
+ case mtCreeper:
+ case mtEnderman:
+ case mtGhast:
+ case mtGuardian:
+ case mtSilverfish:
+ case mtSkeleton:
+ case mtSpider:
+ case mtWitch:
+ case mtZombie:
+ case mtZombiePigman:
+ case mtSlime:
+ case mtMagmaCube:
+ {
+ Reward = GetRandomProvider().RandInt(6, 8);
+ break;
+ }
+ case mtBlaze:
+ {
+ Reward = 10;
+ break;
+ }
+
+ // Bosses
+ case mtEnderDragon:
+ {
+ Reward = 12000;
+ break;
+ }
+ case mtWither:
+ {
+ Reward = 50;
+ break;
+ }
+
+ default:
+ {
+ Reward = 0;
+ break;
+ }
+ }
+ if ((a_TDI.Attacker != nullptr) && (!IsBaby()))
+ {
+ m_World->SpawnExperienceOrb(GetPosX(), GetPosY(), GetPosZ(), Reward);
+ }
+ m_DestroyTimer = std::chrono::milliseconds(0);
}
@@ -659,37 +659,37 @@ void cMonster::KilledBy(TakeDamageInfo & a_TDI)
void cMonster::OnRightClicked(cPlayer & a_Player)
{
- super::OnRightClicked(a_Player);
-
- const cItem & EquippedItem = a_Player.GetEquippedItem();
- if ((EquippedItem.m_ItemType == E_ITEM_NAME_TAG) && !EquippedItem.m_CustomName.empty())
- {
- SetCustomName(EquippedItem.m_CustomName);
- if (!a_Player.IsGameModeCreative())
- {
- a_Player.GetInventory().RemoveOneEquippedItem();
- }
- }
-
- // Using leashes
- m_IsLeashActionJustDone = false;
- if (IsLeashed() && (GetLeashedTo() == &a_Player)) // a player can only unleash a mob leashed to him
- {
- Unleash(!a_Player.IsGameModeCreative());
- }
- else if (IsLeashed())
- {
- // Mob is already leashed but client anticipates the server action and draws a leash link, so we need to send current leash to cancel it
- m_World->BroadcastLeashEntity(*this, *this->GetLeashedTo());
- }
- else if (CanBeLeashed() && (EquippedItem.m_ItemType == E_ITEM_LEASH))
- {
- if (!a_Player.IsGameModeCreative())
- {
- a_Player.GetInventory().RemoveOneEquippedItem();
- }
- LeashTo(&a_Player);
- }
+ super::OnRightClicked(a_Player);
+
+ const cItem & EquippedItem = a_Player.GetEquippedItem();
+ if ((EquippedItem.m_ItemType == E_ITEM_NAME_TAG) && !EquippedItem.m_CustomName.empty())
+ {
+ SetCustomName(EquippedItem.m_CustomName);
+ if (!a_Player.IsGameModeCreative())
+ {
+ a_Player.GetInventory().RemoveOneEquippedItem();
+ }
+ }
+
+ // Using leashes
+ m_IsLeashActionJustDone = false;
+ if (IsLeashed() && (GetLeashedTo() == &a_Player)) // a player can only unleash a mob leashed to him
+ {
+ Unleash(!a_Player.IsGameModeCreative());
+ }
+ else if (IsLeashed())
+ {
+ // Mob is already leashed but client anticipates the server action and draws a leash link, so we need to send current leash to cancel it
+ m_World->BroadcastLeashEntity(*this, *this->GetLeashedTo());
+ }
+ else if (CanBeLeashed() && (EquippedItem.m_ItemType == E_ITEM_LEASH))
+ {
+ if (!a_Player.IsGameModeCreative())
+ {
+ a_Player.GetInventory().RemoveOneEquippedItem();
+ }
+ LeashTo(&a_Player);
+ }
}
@@ -700,13 +700,13 @@ void cMonster::OnRightClicked(cPlayer & a_Player)
// monster sez: Do I see the player
void cMonster::CheckEventSeePlayer(cChunk & a_Chunk)
{
- // TODO: Rewrite this to use cWorld's DoWithPlayers()
- cPlayer * Closest = m_World->FindClosestPlayer(GetPosition(), static_cast<float>(m_SightDistance), false);
+ // TODO: Rewrite this to use cWorld's DoWithPlayers()
+ cPlayer * Closest = m_World->FindClosestPlayer(GetPosition(), static_cast<float>(m_SightDistance), false);
- if (Closest != nullptr)
- {
- EventSeePlayer(Closest, a_Chunk);
- }
+ if (Closest != nullptr)
+ {
+ EventSeePlayer(Closest, a_Chunk);
+ }
}
@@ -715,17 +715,17 @@ void cMonster::CheckEventSeePlayer(cChunk & a_Chunk)
void cMonster::CheckEventLostPlayer(void)
{
- if (GetTarget() != nullptr)
- {
- if ((GetTarget()->GetPosition() - GetPosition()).Length() > m_SightDistance)
- {
- EventLosePlayer();
- }
- }
- else
- {
- EventLosePlayer();
- }
+ if (GetTarget() != nullptr)
+ {
+ if ((GetTarget()->GetPosition() - GetPosition()).Length() > m_SightDistance)
+ {
+ EventLosePlayer();
+ }
+ }
+ else
+ {
+ EventLosePlayer();
+ }
}
@@ -736,8 +736,8 @@ void cMonster::CheckEventLostPlayer(void)
// default to change state to chasing
void cMonster::EventSeePlayer(cPlayer * a_SeenPlayer, cChunk & a_Chunk)
{
- UNUSED(a_Chunk);
- SetTarget(a_SeenPlayer);
+ UNUSED(a_Chunk);
+ SetTarget(a_SeenPlayer);
}
@@ -746,8 +746,8 @@ void cMonster::EventSeePlayer(cPlayer * a_SeenPlayer, cChunk & a_Chunk)
void cMonster::EventLosePlayer(void)
{
- SetTarget(nullptr);
- m_EMState = IDLE;
+ SetTarget(nullptr);
+ m_EMState = IDLE;
}
@@ -756,51 +756,51 @@ void cMonster::EventLosePlayer(void)
void cMonster::InStateIdle(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
- if (m_PathfinderActivated)
- {
- return; // Still getting there
- }
-
- m_IdleInterval += a_Dt;
-
- if (m_IdleInterval > std::chrono::seconds(1))
- {
- auto & Random = GetRandomProvider();
-
- // At this interval the results are predictable
- int rem = Random.RandInt(1, 7);
- m_IdleInterval -= std::chrono::seconds(1); // So nothing gets dropped when the server hangs for a few seconds
-
- Vector3d Dist;
- Dist.x = static_cast<double>(Random.RandInt(-5, 5));
- Dist.z = static_cast<double>(Random.RandInt(-5, 5));
-
- if ((Dist.SqrLength() > 2) && (rem >= 3))
- {
-
- Vector3d Destination(GetPosX() + Dist.x, GetPosition().y, GetPosZ() + Dist.z);
-
- cChunk * Chunk = a_Chunk.GetNeighborChunk(static_cast<int>(Destination.x), static_cast<int>(Destination.z));
- if ((Chunk == nullptr) || !Chunk->IsValid())
- {
- return;
- }
-
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- int RelX = static_cast<int>(Destination.x) - Chunk->GetPosX() * cChunkDef::Width;
- int RelZ = static_cast<int>(Destination.z) - Chunk->GetPosZ() * cChunkDef::Width;
- int YBelowUs = static_cast<int>(Destination.y) - 1;
- if (YBelowUs >= 0)
- {
- Chunk->GetBlockTypeMeta(RelX, YBelowUs, RelZ, BlockType, BlockMeta);
- if (BlockType != E_BLOCK_STATIONARY_WATER) // Idle mobs shouldn't enter water on purpose
- {
- MoveToPosition(Destination);
- }
- }
- }
- }
+ if (m_PathfinderActivated)
+ {
+ return; // Still getting there
+ }
+
+ m_IdleInterval += a_Dt;
+
+ if (m_IdleInterval > std::chrono::seconds(1))
+ {
+ auto & Random = GetRandomProvider();
+
+ // At this interval the results are predictable
+ int rem = Random.RandInt(1, 7);
+ m_IdleInterval -= std::chrono::seconds(1); // So nothing gets dropped when the server hangs for a few seconds
+
+ Vector3d Dist;
+ Dist.x = static_cast<double>(Random.RandInt(-5, 5));
+ Dist.z = static_cast<double>(Random.RandInt(-5, 5));
+
+ if ((Dist.SqrLength() > 2) && (rem >= 3))
+ {
+
+ Vector3d Destination(GetPosX() + Dist.x, GetPosition().y, GetPosZ() + Dist.z);
+
+ cChunk * Chunk = a_Chunk.GetNeighborChunk(static_cast<int>(Destination.x), static_cast<int>(Destination.z));
+ if ((Chunk == nullptr) || !Chunk->IsValid())
+ {
+ return;
+ }
+
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+ int RelX = static_cast<int>(Destination.x) - Chunk->GetPosX() * cChunkDef::Width;
+ int RelZ = static_cast<int>(Destination.z) - Chunk->GetPosZ() * cChunkDef::Width;
+ int YBelowUs = static_cast<int>(Destination.y) - 1;
+ if (YBelowUs >= 0)
+ {
+ Chunk->GetBlockTypeMeta(RelX, YBelowUs, RelZ, BlockType, BlockMeta);
+ if (BlockType != E_BLOCK_STATIONARY_WATER) // Idle mobs shouldn't enter water on purpose
+ {
+ MoveToPosition(Destination);
+ }
+ }
+ }
+ }
}
@@ -811,7 +811,7 @@ void cMonster::InStateIdle(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
// This state should always be defined in each child class
void cMonster::InStateChasing(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
- UNUSED(a_Dt);
+ UNUSED(a_Dt);
}
@@ -821,19 +821,19 @@ void cMonster::InStateChasing(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
// What to do if in Escaping State
void cMonster::InStateEscaping(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
- UNUSED(a_Dt);
-
- if (GetTarget() != nullptr)
- {
- Vector3d newloc = GetPosition();
- newloc.x = (GetTarget()->GetPosition().x < newloc.x)? (newloc.x + m_SightDistance): (newloc.x - m_SightDistance);
- newloc.z = (GetTarget()->GetPosition().z < newloc.z)? (newloc.z + m_SightDistance): (newloc.z - m_SightDistance);
- MoveToPosition(newloc);
- }
- else
- {
- m_EMState = IDLE; // This shouldnt be required but just to be safe
- }
+ UNUSED(a_Dt);
+
+ if (GetTarget() != nullptr)
+ {
+ Vector3d newloc = GetPosition();
+ newloc.x = (GetTarget()->GetPosition().x < newloc.x)? (newloc.x + m_SightDistance): (newloc.x - m_SightDistance);
+ newloc.z = (GetTarget()->GetPosition().z < newloc.z)? (newloc.z + m_SightDistance): (newloc.z - m_SightDistance);
+ MoveToPosition(newloc);
+ }
+ else
+ {
+ m_EMState = IDLE; // This shouldnt be required but just to be safe
+ }
}
@@ -842,7 +842,7 @@ void cMonster::InStateEscaping(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
void cMonster::ResetAttackCooldown()
{
- m_AttackCoolDownTicksLeft = static_cast<int>(3 * 20 * m_AttackRate); // A second has 20 ticks, an attack rate of 1 means 1 hit every 3 seconds
+ m_AttackCoolDownTicksLeft = static_cast<int>(3 * 20 * m_AttackRate); // A second has 20 ticks, an attack rate of 1 means 1 hit every 3 seconds
}
@@ -851,18 +851,18 @@ void cMonster::ResetAttackCooldown()
void cMonster::SetCustomName(const AString & a_CustomName)
{
- m_CustomName = a_CustomName;
-
- // The maximal length is 64
- if (a_CustomName.length() > 64)
- {
- m_CustomName = a_CustomName.substr(0, 64);
- }
-
- if (m_World != nullptr)
- {
- m_World->BroadcastEntityMetadata(*this);
- }
+ m_CustomName = a_CustomName;
+
+ // The maximal length is 64
+ if (a_CustomName.length() > 64)
+ {
+ m_CustomName = a_CustomName.substr(0, 64);
+ }
+
+ if (m_World != nullptr)
+ {
+ m_World->BroadcastEntityMetadata(*this);
+ }
}
@@ -871,11 +871,11 @@ void cMonster::SetCustomName(const AString & a_CustomName)
void cMonster::SetCustomNameAlwaysVisible(bool a_CustomNameAlwaysVisible)
{
- m_CustomNameAlwaysVisible = a_CustomNameAlwaysVisible;
- if (m_World != nullptr)
- {
- m_World->BroadcastEntityMetadata(*this);
- }
+ m_CustomNameAlwaysVisible = a_CustomNameAlwaysVisible;
+ if (m_World != nullptr)
+ {
+ m_World->BroadcastEntityMetadata(*this);
+ }
}
@@ -884,7 +884,7 @@ void cMonster::SetCustomNameAlwaysVisible(bool a_CustomNameAlwaysVisible)
void cMonster::GetMonsterConfig(const AString & a_Name)
{
- cRoot::Get()->GetMonsterConfig()->AssignAttributes(this, a_Name);
+ cRoot::Get()->GetMonsterConfig()->AssignAttributes(this, a_Name);
}
@@ -893,7 +893,7 @@ void cMonster::GetMonsterConfig(const AString & a_Name)
bool cMonster::IsUndead(void)
{
- return false;
+ return false;
}
@@ -902,17 +902,17 @@ bool cMonster::IsUndead(void)
AString cMonster::MobTypeToString(eMonsterType a_MobType)
{
- // Mob types aren't sorted, so we need to search linearly:
- for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
- {
- if (g_MobTypeNames[i].m_Type == a_MobType)
- {
- return g_MobTypeNames[i].m_lcName;
- }
- }
-
- // Not found:
- return "";
+ // Mob types aren't sorted, so we need to search linearly:
+ for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
+ {
+ if (g_MobTypeNames[i].m_Type == a_MobType)
+ {
+ return g_MobTypeNames[i].m_lcName;
+ }
+ }
+
+ // Not found:
+ return "";
}
@@ -921,17 +921,17 @@ AString cMonster::MobTypeToString(eMonsterType a_MobType)
AString cMonster::MobTypeToVanillaName(eMonsterType a_MobType)
{
- // Mob types aren't sorted, so we need to search linearly:
- for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
- {
- if (g_MobTypeNames[i].m_Type == a_MobType)
- {
- return g_MobTypeNames[i].m_VanillaName;
- }
- }
-
- // Not found:
- return "";
+ // Mob types aren't sorted, so we need to search linearly:
+ for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
+ {
+ if (g_MobTypeNames[i].m_Type == a_MobType)
+ {
+ return g_MobTypeNames[i].m_VanillaName;
+ }
+ }
+
+ // Not found:
+ return "";
}
@@ -940,17 +940,17 @@ AString cMonster::MobTypeToVanillaName(eMonsterType a_MobType)
AString cMonster::MobTypeToVanillaNBT(eMonsterType a_MobType)
{
- // Mob types aren't sorted, so we need to search linearly:
- for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
- {
- if (g_MobTypeNames[i].m_Type == a_MobType)
- {
- return g_MobTypeNames[i].m_VanillaNameNBT;
- }
- }
-
- // Not found:
- return "";
+ // Mob types aren't sorted, so we need to search linearly:
+ for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
+ {
+ if (g_MobTypeNames[i].m_Type == a_MobType)
+ {
+ return g_MobTypeNames[i].m_VanillaNameNBT;
+ }
+ }
+
+ // Not found:
+ return "";
}
@@ -959,37 +959,37 @@ AString cMonster::MobTypeToVanillaNBT(eMonsterType a_MobType)
eMonsterType cMonster::StringToMobType(const AString & a_Name)
{
- AString lcName = StrToLower(a_Name);
-
- // Search Cuberite name:
- for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
- {
- if (strcmp(g_MobTypeNames[i].m_lcName, lcName.c_str()) == 0)
- {
- return g_MobTypeNames[i].m_Type;
- }
- }
-
- // Not found. Search Vanilla name:
- for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
- {
- if (strcmp(StrToLower(g_MobTypeNames[i].m_VanillaName).c_str(), lcName.c_str()) == 0)
- {
- return g_MobTypeNames[i].m_Type;
- }
- }
-
- // Search in NBT name
- for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
- {
- if (strcmp(StrToLower(g_MobTypeNames[i].m_VanillaNameNBT).c_str(), lcName.c_str()) == 0)
- {
- return g_MobTypeNames[i].m_Type;
- }
- }
-
- // Not found:
- return mtInvalidType;
+ AString lcName = StrToLower(a_Name);
+
+ // Search Cuberite name:
+ for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
+ {
+ if (strcmp(g_MobTypeNames[i].m_lcName, lcName.c_str()) == 0)
+ {
+ return g_MobTypeNames[i].m_Type;
+ }
+ }
+
+ // Not found. Search Vanilla name:
+ for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
+ {
+ if (strcmp(StrToLower(g_MobTypeNames[i].m_VanillaName).c_str(), lcName.c_str()) == 0)
+ {
+ return g_MobTypeNames[i].m_Type;
+ }
+ }
+
+ // Search in NBT name
+ for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
+ {
+ if (strcmp(StrToLower(g_MobTypeNames[i].m_VanillaNameNBT).c_str(), lcName.c_str()) == 0)
+ {
+ return g_MobTypeNames[i].m_Type;
+ }
+ }
+
+ // Not found:
+ return mtInvalidType;
}
@@ -998,46 +998,46 @@ eMonsterType cMonster::StringToMobType(const AString & a_Name)
cMonster::eFamily cMonster::FamilyFromType(eMonsterType a_Type)
{
- // Passive-agressive mobs are counted in mob spawning code as passive
-
- switch (a_Type)
- {
- case mtBat: return mfAmbient;
- case mtBlaze: return mfHostile;
- case mtCaveSpider: return mfHostile;
- case mtChicken: return mfPassive;
- case mtCow: return mfPassive;
- case mtCreeper: return mfHostile;
- case mtEnderDragon: return mfNoSpawn;
- case mtEnderman: return mfHostile;
- case mtGhast: return mfHostile;
- case mtGiant: return mfNoSpawn;
- case mtGuardian: return mfWater; // Just because they have special spawning conditions. If Watertemples have been added, this needs to be edited!
- case mtHorse: return mfPassive;
- case mtIronGolem: return mfPassive;
- case mtMagmaCube: return mfHostile;
- case mtMooshroom: return mfHostile;
- case mtOcelot: return mfPassive;
- case mtPig: return mfPassive;
- case mtRabbit: return mfPassive;
- case mtSheep: return mfPassive;
- case mtSilverfish: return mfHostile;
- case mtSkeleton: return mfHostile;
- case mtSlime: return mfHostile;
- case mtSnowGolem: return mfNoSpawn;
- case mtSpider: return mfHostile;
- case mtSquid: return mfWater;
- case mtVillager: return mfPassive;
- case mtWitch: return mfHostile;
- case mtWither: return mfNoSpawn;
- case mtWolf: return mfHostile;
- case mtZombie: return mfHostile;
- case mtZombiePigman: return mfHostile;
-
- case mtInvalidType: break;
- }
- ASSERT(!"Unhandled mob type");
- return mfUnhandled;
+ // Passive-agressive mobs are counted in mob spawning code as passive
+
+ switch (a_Type)
+ {
+ case mtBat: return mfAmbient;
+ case mtBlaze: return mfHostile;
+ case mtCaveSpider: return mfHostile;
+ case mtChicken: return mfPassive;
+ case mtCow: return mfPassive;
+ case mtCreeper: return mfHostile;
+ case mtEnderDragon: return mfNoSpawn;
+ case mtEnderman: return mfHostile;
+ case mtGhast: return mfHostile;
+ case mtGiant: return mfNoSpawn;
+ case mtGuardian: return mfWater; // Just because they have special spawning conditions. If Watertemples have been added, this needs to be edited!
+ case mtHorse: return mfPassive;
+ case mtIronGolem: return mfPassive;
+ case mtMagmaCube: return mfHostile;
+ case mtMooshroom: return mfHostile;
+ case mtOcelot: return mfPassive;
+ case mtPig: return mfPassive;
+ case mtRabbit: return mfPassive;
+ case mtSheep: return mfPassive;
+ case mtSilverfish: return mfHostile;
+ case mtSkeleton: return mfHostile;
+ case mtSlime: return mfHostile;
+ case mtSnowGolem: return mfNoSpawn;
+ case mtSpider: return mfHostile;
+ case mtSquid: return mfWater;
+ case mtVillager: return mfPassive;
+ case mtWitch: return mfHostile;
+ case mtWither: return mfNoSpawn;
+ case mtWolf: return mfHostile;
+ case mtZombie: return mfHostile;
+ case mtZombiePigman: return mfHostile;
+
+ case mtInvalidType: break;
+ }
+ ASSERT(!"Unhandled mob type");
+ return mfUnhandled;
}
@@ -1046,17 +1046,17 @@ cMonster::eFamily cMonster::FamilyFromType(eMonsterType a_Type)
int cMonster::GetSpawnDelay(cMonster::eFamily a_MobFamily)
{
- switch (a_MobFamily)
- {
- case mfHostile: return 40;
- case mfPassive: return 40;
- case mfAmbient: return 40;
- case mfWater: return 400;
- case mfNoSpawn: return -1;
- case mfUnhandled: break;
- }
- ASSERT(!"Unhandled mob family");
- return -1;
+ switch (a_MobFamily)
+ {
+ case mfHostile: return 40;
+ case mfPassive: return 40;
+ case mfAmbient: return 40;
+ case mfWater: return 400;
+ case mfNoSpawn: return -1;
+ case mfUnhandled: break;
+ }
+ ASSERT(!"Unhandled mob family");
+ return -1;
}
@@ -1067,27 +1067,27 @@ int cMonster::GetSpawnDelay(cMonster::eFamily a_MobFamily)
/** Sets the target. */
void cMonster::SetTarget (cPawn * a_NewTarget)
{
- ASSERT((a_NewTarget == nullptr) || (IsTicking()));
- if (m_Target == a_NewTarget)
- {
- return;
- }
- cPawn * OldTarget = m_Target;
- m_Target = a_NewTarget;
-
- if (OldTarget != nullptr)
- {
- // Notify the old target that we are no longer targeting it.
- OldTarget->NoLongerTargetingMe(this);
- }
-
- if (a_NewTarget != nullptr)
- {
- ASSERT(a_NewTarget->IsTicking());
- // Notify the new target that we are now targeting it.
- m_Target->TargetingMe(this);
- m_WasLastTargetAPlayer = m_Target->IsPlayer();
- }
+ ASSERT((a_NewTarget == nullptr) || (IsTicking()));
+ if (m_Target == a_NewTarget)
+ {
+ return;
+ }
+ cPawn * OldTarget = m_Target;
+ m_Target = a_NewTarget;
+
+ if (OldTarget != nullptr)
+ {
+ // Notify the old target that we are no longer targeting it.
+ OldTarget->NoLongerTargetingMe(this);
+ }
+
+ if (a_NewTarget != nullptr)
+ {
+ ASSERT(a_NewTarget->IsTicking());
+ // Notify the new target that we are now targeting it.
+ m_Target->TargetingMe(this);
+ m_WasLastTargetAPlayer = m_Target->IsPlayer();
+ }
}
@@ -1097,7 +1097,7 @@ void cMonster::SetTarget (cPawn * a_NewTarget)
void cMonster::UnsafeUnsetTarget()
{
- m_Target = nullptr;
+ m_Target = nullptr;
}
@@ -1106,7 +1106,72 @@ void cMonster::UnsafeUnsetTarget()
cPawn * cMonster::GetTarget()
{
- return m_Target;
+ return m_Target;
+}
+
+
+
+
+
+cBehaviorAggressive * cMonster::GetBehaviorAggressive()
+{
+ return nullptr;
+}
+
+
+
+
+
+cBehaviorBreeder * cMonster::GetBehaviorBreeder()
+{
+ return nullptr;
+}
+
+
+
+
+
+const cBehaviorBreeder * cMonster::GetBehaviorBreeder() const
+{
+ return nullptr;
+}
+
+
+
+
+
+cBehaviorChaser * cMonster::GetBehaviorChaser()
+{
+ return nullptr;
+}
+
+
+
+
+
+cBehaviorStriker * cMonster::GetBehaviorStriker()
+{
+ return nullptr;
+}
+
+
+
+
+
+cBehaviorWanderer * cMonster::GetBehaviorWanderer()
+{
+ return nullptr;
+}
+
+
+
+
+
+void cMonster::InheritFromParents(cMonster * a_Parent1, cMonster * a_Parent2)
+{
+ UNUSED(a_Parent1);
+ UNUSED(a_Parent2);
+ return;
}
@@ -1115,84 +1180,84 @@ cPawn * cMonster::GetTarget()
std::unique_ptr<cMonster> cMonster::NewMonsterFromType(eMonsterType a_MobType)
{
- auto & Random = GetRandomProvider();
-
- // Create the mob entity
- switch (a_MobType)
- {
- case mtMagmaCube:
- {
- return cpp14::make_unique<cMagmaCube>(1 << Random.RandInt(2)); // Size 1, 2 or 4
- }
- case mtSlime:
- {
- return cpp14::make_unique<cSlime>(1 << Random.RandInt(2)); // Size 1, 2 or 4
- }
- case mtSkeleton:
- {
- // TODO: Actual detection of spawning in Nether
- return cpp14::make_unique<cSkeleton>(false);
- }
- case mtVillager:
- {
- int VillagerType = Random.RandInt(6);
- if (VillagerType == 6)
- {
- // Give farmers a better chance of spawning
- VillagerType = 0;
- }
-
- return cpp14::make_unique<cVillager>(static_cast<cVillager::eVillagerType>(VillagerType));
- }
- case mtHorse:
- {
- // Horses take a type (species), a colour, and a style (dots, stripes, etc.)
- int HorseType = Random.RandInt(7);
- int HorseColor = Random.RandInt(6);
- int HorseStyle = Random.RandInt(4);
- int HorseTameTimes = Random.RandInt(1, 6);
-
- if ((HorseType == 5) || (HorseType == 6) || (HorseType == 7))
- {
- // Increase chances of normal horse (zero)
- HorseType = 0;
- }
-
- return cpp14::make_unique<cHorse>(HorseType, HorseColor, HorseStyle, HorseTameTimes);
- }
-
- case mtBat: return cpp14::make_unique<cBat>();
- case mtBlaze: return cpp14::make_unique<cBlaze>();
- case mtCaveSpider: return cpp14::make_unique<cCaveSpider>();
- case mtChicken: return cpp14::make_unique<cChicken>();
- case mtCow: return cpp14::make_unique<cCow>();
- case mtCreeper: return cpp14::make_unique < cCreeper>();
- case mtEnderDragon: return cpp14::make_unique<cEnderDragon>();
- case mtEnderman: return cpp14::make_unique<cEnderman>();
- case mtGhast: return cpp14::make_unique<cGhast>();
- case mtGiant: return cpp14::make_unique<cGiant>();
- case mtGuardian: return cpp14::make_unique<cGuardian>();
- case mtIronGolem: return cpp14::make_unique<cIronGolem>();
- case mtMooshroom: return cpp14::make_unique<cMooshroom>();
- case mtOcelot: return cpp14::make_unique<cOcelot>();
- case mtPig: return cpp14::make_unique<cPig>();
- case mtRabbit: return cpp14::make_unique<cRabbit>();
- case mtSheep: return cpp14::make_unique<cSheep>();
- case mtSilverfish: return cpp14::make_unique<cSilverfish>();
- case mtSnowGolem: return cpp14::make_unique<cSnowGolem>();
- case mtSpider: return cpp14::make_unique<cSpider>();
- case mtSquid: return cpp14::make_unique<cSquid>();
- case mtWitch: return cpp14::make_unique<cWitch>();
- case mtWither: return cpp14::make_unique<cWither>();
- case mtWolf: return cpp14::make_unique<cWolf>();
- case mtZombie: return cpp14::make_unique<cZombie>(false); // TODO: Infected zombie parameter
- case mtZombiePigman: return cpp14::make_unique<cZombiePigman>();
- default:
- {
- ASSERT(!"Unhandled mob type whilst trying to spawn mob!");
- return nullptr;
- }
- }
+ auto & Random = GetRandomProvider();
+
+ // Create the mob entity
+ switch (a_MobType)
+ {
+ case mtMagmaCube:
+ {
+ return cpp14::make_unique<cMagmaCube>(1 << Random.RandInt(2)); // Size 1, 2 or 4
+ }
+ case mtSlime:
+ {
+ return cpp14::make_unique<cSlime>(1 << Random.RandInt(2)); // Size 1, 2 or 4
+ }
+ case mtSkeleton:
+ {
+ // TODO: Actual detection of spawning in Nether
+ return cpp14::make_unique<cSkeleton>(false);
+ }
+ case mtVillager:
+ {
+ int VillagerType = Random.RandInt(6);
+ if (VillagerType == 6)
+ {
+ // Give farmers a better chance of spawning
+ VillagerType = 0;
+ }
+
+ return cpp14::make_unique<cVillager>(static_cast<cVillager::eVillagerType>(VillagerType));
+ }
+ case mtHorse:
+ {
+ // Horses take a type (species), a colour, and a style (dots, stripes, etc.)
+ int HorseType = Random.RandInt(7);
+ int HorseColor = Random.RandInt(6);
+ int HorseStyle = Random.RandInt(4);
+ int HorseTameTimes = Random.RandInt(1, 6);
+
+ if ((HorseType == 5) || (HorseType == 6) || (HorseType == 7))
+ {
+ // Increase chances of normal horse (zero)
+ HorseType = 0;
+ }
+
+ return cpp14::make_unique<cHorse>(HorseType, HorseColor, HorseStyle, HorseTameTimes);
+ }
+
+ case mtBat: return cpp14::make_unique<cBat>();
+ case mtBlaze: return cpp14::make_unique<cBlaze>();
+ case mtCaveSpider: return cpp14::make_unique<cCaveSpider>();
+ case mtChicken: return cpp14::make_unique<cChicken>();
+ case mtCow: return cpp14::make_unique<cCow>();
+ case mtCreeper: return cpp14::make_unique < cCreeper>();
+ case mtEnderDragon: return cpp14::make_unique<cEnderDragon>();
+ case mtEnderman: return cpp14::make_unique<cEnderman>();
+ case mtGhast: return cpp14::make_unique<cGhast>();
+ case mtGiant: return cpp14::make_unique<cGiant>();
+ case mtGuardian: return cpp14::make_unique<cGuardian>();
+ case mtIronGolem: return cpp14::make_unique<cIronGolem>();
+ case mtMooshroom: return cpp14::make_unique<cMooshroom>();
+ case mtOcelot: return cpp14::make_unique<cOcelot>();
+ case mtPig: return cpp14::make_unique<cPig>();
+ case mtRabbit: return cpp14::make_unique<cRabbit>();
+ case mtSheep: return cpp14::make_unique<cSheep>();
+ case mtSilverfish: return cpp14::make_unique<cSilverfish>();
+ case mtSnowGolem: return cpp14::make_unique<cSnowGolem>();
+ case mtSpider: return cpp14::make_unique<cSpider>();
+ case mtSquid: return cpp14::make_unique<cSquid>();
+ case mtWitch: return cpp14::make_unique<cWitch>();
+ case mtWither: return cpp14::make_unique<cWither>();
+ case mtWolf: return cpp14::make_unique<cWolf>();
+ case mtZombie: return cpp14::make_unique<cZombie>(false); // TODO: Infected zombie parameter
+ case mtZombiePigman: return cpp14::make_unique<cZombiePigman>();
+ default:
+ {
+ ASSERT(!"Unhandled mob type whilst trying to spawn mob!");
+ return nullptr;
+ }
+ }
}
@@ -1201,17 +1266,17 @@ std::unique_ptr<cMonster> cMonster::NewMonsterFromType(eMonsterType a_MobType)
void cMonster::AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth)
{
- auto Count = GetRandomProvider().RandInt<unsigned int>(a_Min, a_Max);
- auto MaxStackSize = static_cast<unsigned char>(ItemHandler(a_Item)->GetMaxStackSize());
- while (Count > MaxStackSize)
- {
- a_Drops.emplace_back(a_Item, MaxStackSize, a_ItemHealth);
- Count -= MaxStackSize;
- }
- if (Count > 0)
- {
- a_Drops.emplace_back(a_Item, Count, a_ItemHealth);
- }
+ auto Count = GetRandomProvider().RandInt<unsigned int>(a_Min, a_Max);
+ auto MaxStackSize = static_cast<unsigned char>(ItemHandler(a_Item)->GetMaxStackSize());
+ while (Count > MaxStackSize)
+ {
+ a_Drops.emplace_back(a_Item, MaxStackSize, a_ItemHealth);
+ Count -= MaxStackSize;
+ }
+ if (Count > 0)
+ {
+ a_Drops.emplace_back(a_Item, Count, a_ItemHealth);
+ }
}
@@ -1220,10 +1285,10 @@ void cMonster::AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned
void cMonster::AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth)
{
- if (GetRandomProvider().RandBool(a_Chance / 100.0))
- {
- a_Drops.push_back(cItem(a_Item, 1, a_ItemHealth));
- }
+ if (GetRandomProvider().RandBool(a_Chance / 100.0))
+ {
+ a_Drops.push_back(cItem(a_Item, 1, a_ItemHealth));
+ }
}
@@ -1232,12 +1297,12 @@ void cMonster::AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short
void cMonster::AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, unsigned int a_LootingLevel)
{
- auto & r1 = GetRandomProvider();
- if (r1.RandBool((5 + a_LootingLevel) / 200.0))
- {
- size_t Rare = r1.RandInt<size_t>(a_Items.Size() - 1);
- a_Drops.push_back(a_Items.at(Rare));
- }
+ auto & r1 = GetRandomProvider();
+ if (r1.RandBool((5 + a_LootingLevel) / 200.0))
+ {
+ size_t Rare = r1.RandInt<size_t>(a_Items.Size() - 1);
+ a_Drops.push_back(a_Items.at(Rare));
+ }
}
@@ -1246,41 +1311,41 @@ void cMonster::AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, unsigne
void cMonster::AddRandomArmorDropItem(cItems & a_Drops, unsigned int a_LootingLevel)
{
- auto & r1 = GetRandomProvider();
-
- double LootingBonus = a_LootingLevel / 100.0;
-
- if (r1.RandBool(m_DropChanceHelmet + LootingBonus))
- {
- if (!GetEquippedHelmet().IsEmpty())
- {
- a_Drops.push_back(GetEquippedHelmet());
- }
- }
-
- if (r1.RandBool(m_DropChanceChestplate + LootingBonus))
- {
- if (!GetEquippedChestplate().IsEmpty())
- {
- a_Drops.push_back(GetEquippedChestplate());
- }
- }
-
- if (r1.RandBool(m_DropChanceLeggings + LootingBonus))
- {
- if (!GetEquippedLeggings().IsEmpty())
- {
- a_Drops.push_back(GetEquippedLeggings());
- }
- }
-
- if (r1.RandBool(m_DropChanceBoots + LootingBonus))
- {
- if (!GetEquippedBoots().IsEmpty())
- {
- a_Drops.push_back(GetEquippedBoots());
- }
- }
+ auto & r1 = GetRandomProvider();
+
+ double LootingBonus = a_LootingLevel / 100.0;
+
+ if (r1.RandBool(m_DropChanceHelmet + LootingBonus))
+ {
+ if (!GetEquippedHelmet().IsEmpty())
+ {
+ a_Drops.push_back(GetEquippedHelmet());
+ }
+ }
+
+ if (r1.RandBool(m_DropChanceChestplate + LootingBonus))
+ {
+ if (!GetEquippedChestplate().IsEmpty())
+ {
+ a_Drops.push_back(GetEquippedChestplate());
+ }
+ }
+
+ if (r1.RandBool(m_DropChanceLeggings + LootingBonus))
+ {
+ if (!GetEquippedLeggings().IsEmpty())
+ {
+ a_Drops.push_back(GetEquippedLeggings());
+ }
+ }
+
+ if (r1.RandBool(m_DropChanceBoots + LootingBonus))
+ {
+ if (!GetEquippedBoots().IsEmpty())
+ {
+ a_Drops.push_back(GetEquippedBoots());
+ }
+ }
}
@@ -1289,13 +1354,13 @@ void cMonster::AddRandomArmorDropItem(cItems & a_Drops, unsigned int a_LootingLe
void cMonster::AddRandomWeaponDropItem(cItems & a_Drops, unsigned int a_LootingLevel)
{
- if (GetRandomProvider().RandBool(m_DropChanceWeapon + (a_LootingLevel / 100.0)))
- {
- if (!GetEquippedWeapon().IsEmpty())
- {
- a_Drops.push_back(GetEquippedWeapon());
- }
- }
+ if (GetRandomProvider().RandBool(m_DropChanceWeapon + (a_LootingLevel / 100.0)))
+ {
+ if (!GetEquippedWeapon().IsEmpty())
+ {
+ a_Drops.push_back(GetEquippedWeapon());
+ }
+ }
}
@@ -1304,28 +1369,28 @@ void cMonster::AddRandomWeaponDropItem(cItems & a_Drops, unsigned int a_LootingL
void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn)
{
- if (!m_BurnsInDaylight)
- {
- return;
- }
-
- int RelY = POSY_TOINT;
- if ((RelY < 0) || (RelY >= cChunkDef::Height))
- {
- // Outside the world
- return;
- }
- if (!a_Chunk.IsLightValid())
- {
- m_World->QueueLightChunk(GetChunkX(), GetChunkZ());
- return;
- }
-
- if (!IsOnFire() && WouldBurn)
- {
- // Burn for 100 ticks, then decide again
- StartBurning(100);
- }
+ if (!m_BurnsInDaylight)
+ {
+ return;
+ }
+
+ int RelY = POSY_TOINT;
+ if ((RelY < 0) || (RelY >= cChunkDef::Height))
+ {
+ // Outside the world
+ return;
+ }
+ if (!a_Chunk.IsLightValid())
+ {
+ m_World->QueueLightChunk(GetChunkX(), GetChunkZ());
+ return;
+ }
+
+ if (!IsOnFire() && WouldBurn)
+ {
+ // Burn for 100 ticks, then decide again
+ StartBurning(100);
+ }
}
@@ -1333,65 +1398,65 @@ void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn)
bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
{
- // If the Y coord is out of range, return the most logical result without considering anything else:
- int RelY = FloorC(a_Location.y);
- if (RelY < 0)
- {
- // Never burn under the world
- return false;
- }
- if (RelY >= cChunkDef::Height)
- {
- // Always burn above the world
- return true;
- }
- if (RelY <= 0)
- {
- // The mob is about to die, no point in burning
- return false;
- }
-
- PREPARE_REL_AND_CHUNK(a_Location, a_Chunk);
- if (!RelSuccess)
- {
- return false;
- }
-
- if (
- (Chunk->GetBlock(Rel.x, Rel.y, Rel.z) != E_BLOCK_SOULSAND) && // Not on soulsand
- (GetWorld()->GetTimeOfDay() < 12000 + 1000) && // Daytime
- GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining
- )
- {
- int MobHeight = FloorC(a_Location.y + GetHeight()) - 1; // The block Y coord of the mob's head
- if (MobHeight >= cChunkDef::Height)
- {
- return true;
- }
- // Start with the highest block and scan down to the mob's head.
- // If a non transparent is found, return false (do not burn). Otherwise return true.
- // Note that this loop is not a performance concern as transparent blocks are rare and the loop almost always bailes out
- // instantly.(An exception is e.g. standing under a long column of glass).
- int CurrentBlock = Chunk->GetHeight(Rel.x, Rel.z);
- while (CurrentBlock >= MobHeight)
- {
- BLOCKTYPE Block = Chunk->GetBlock(Rel.x, CurrentBlock, Rel.z);
- if (
- // Do not burn if a block above us meets one of the following conditions:
- (!cBlockInfo::IsTransparent(Block)) ||
- (Block == E_BLOCK_LEAVES) ||
- (Block == E_BLOCK_NEW_LEAVES) ||
- (IsBlockWater(Block))
- )
- {
- return false;
- }
- --CurrentBlock;
- }
- return true;
-
- }
- return false;
+ // If the Y coord is out of range, return the most logical result without considering anything else:
+ int RelY = FloorC(a_Location.y);
+ if (RelY < 0)
+ {
+ // Never burn under the world
+ return false;
+ }
+ if (RelY >= cChunkDef::Height)
+ {
+ // Always burn above the world
+ return true;
+ }
+ if (RelY <= 0)
+ {
+ // The mob is about to die, no point in burning
+ return false;
+ }
+
+ PREPARE_REL_AND_CHUNK(a_Location, a_Chunk);
+ if (!RelSuccess)
+ {
+ return false;
+ }
+
+ if (
+ (Chunk->GetBlock(Rel.x, Rel.y, Rel.z) != E_BLOCK_SOULSAND) && // Not on soulsand
+ (GetWorld()->GetTimeOfDay() < 12000 + 1000) && // Daytime
+ GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining
+ )
+ {
+ int MobHeight = FloorC(a_Location.y + GetHeight()) - 1; // The block Y coord of the mob's head
+ if (MobHeight >= cChunkDef::Height)
+ {
+ return true;
+ }
+ // Start with the highest block and scan down to the mob's head.
+ // If a non transparent is found, return false (do not burn). Otherwise return true.
+ // Note that this loop is not a performance concern as transparent blocks are rare and the loop almost always bailes out
+ // instantly.(An exception is e.g. standing under a long column of glass).
+ int CurrentBlock = Chunk->GetHeight(Rel.x, Rel.z);
+ while (CurrentBlock >= MobHeight)
+ {
+ BLOCKTYPE Block = Chunk->GetBlock(Rel.x, CurrentBlock, Rel.z);
+ if (
+ // Do not burn if a block above us meets one of the following conditions:
+ (!cBlockInfo::IsTransparent(Block)) ||
+ (Block == E_BLOCK_LEAVES) ||
+ (Block == E_BLOCK_NEW_LEAVES) ||
+ (IsBlockWater(Block))
+ )
+ {
+ return false;
+ }
+ --CurrentBlock;
+ }
+ return true;
+
+ }
+ return false;
}
@@ -1400,7 +1465,7 @@ bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
cMonster::eFamily cMonster::GetMobFamily(void) const
{
- return FamilyFromType(m_MobType);
+ return FamilyFromType(m_MobType);
}
@@ -1409,22 +1474,22 @@ cMonster::eFamily cMonster::GetMobFamily(void) const
void cMonster::LeashTo(cEntity * a_Entity, bool a_ShouldBroadcast)
{
- // Do nothing if already leashed
- if (m_LeashedTo != nullptr)
- {
- return;
- }
+ // Do nothing if already leashed
+ if (m_LeashedTo != nullptr)
+ {
+ return;
+ }
- m_LeashedTo = a_Entity;
+ m_LeashedTo = a_Entity;
- a_Entity->AddLeashedMob(this);
+ a_Entity->AddLeashedMob(this);
- if (a_ShouldBroadcast)
- {
- m_World->BroadcastLeashEntity(*this, *a_Entity);
- }
+ if (a_ShouldBroadcast)
+ {
+ m_World->BroadcastLeashEntity(*this, *a_Entity);
+ }
- m_IsLeashActionJustDone = true;
+ m_IsLeashActionJustDone = true;
}
@@ -1433,29 +1498,29 @@ void cMonster::LeashTo(cEntity * a_Entity, bool a_ShouldBroadcast)
void cMonster::Unleash(bool a_ShouldDropLeashPickup, bool a_ShouldBroadcast)
{
- // Do nothing if not leashed
- if (m_LeashedTo == nullptr)
- {
- return;
- }
+ // Do nothing if not leashed
+ if (m_LeashedTo == nullptr)
+ {
+ return;
+ }
- m_LeashedTo->RemoveLeashedMob(this);
+ m_LeashedTo->RemoveLeashedMob(this);
- m_LeashedTo = nullptr;
+ m_LeashedTo = nullptr;
- if (a_ShouldDropLeashPickup)
- {
- cItems Pickups;
- Pickups.Add(cItem(E_ITEM_LEASH, 1, 0));
- GetWorld()->SpawnItemPickups(Pickups, GetPosX() + 0.5, GetPosY() + 0.5, GetPosZ() + 0.5);
- }
+ if (a_ShouldDropLeashPickup)
+ {
+ cItems Pickups;
+ Pickups.Add(cItem(E_ITEM_LEASH, 1, 0));
+ GetWorld()->SpawnItemPickups(Pickups, GetPosX() + 0.5, GetPosY() + 0.5, GetPosZ() + 0.5);
+ }
- if (a_ShouldBroadcast)
- {
- m_World->BroadcastUnleashEntity(*this);
- }
+ if (a_ShouldBroadcast)
+ {
+ m_World->BroadcastUnleashEntity(*this);
+ }
- m_IsLeashActionJustDone = true;
+ m_IsLeashActionJustDone = true;
}
@@ -1464,5 +1529,5 @@ void cMonster::Unleash(bool a_ShouldDropLeashPickup, bool a_ShouldBroadcast)
void cMonster::Unleash(bool a_ShouldDropLeashPickup)
{
- Unleash(a_ShouldDropLeashPickup, true);
+ Unleash(a_ShouldDropLeashPickup, true);
}
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index ab5b2cf2f..3bb34974b 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -13,320 +13,331 @@ class cClientHandle;
// tolua_begin
class cMonster :
- public cPawn
+ public cPawn
{
- typedef cPawn super;
+ typedef cPawn super;
public:
- enum eFamily
- {
- mfHostile = 0, // Spider, Zombies ...
- mfPassive = 1, // Cows, Pigs
- mfAmbient = 2, // Bats
- mfWater = 3, // Squid, Guardian
+ enum eFamily
+ {
+ mfHostile = 0, // Spider, Zombies ...
+ mfPassive = 1, // Cows, Pigs
+ mfAmbient = 2, // Bats
+ mfWater = 3, // Squid, Guardian
- mfNoSpawn,
- mfUnhandled, // Nothing. Be sure this is the last and the others are in order
- } ;
+ mfNoSpawn,
+ mfUnhandled, // Nothing. Be sure this is the last and the others are in order
+ } ;
- // tolua_end
+ // tolua_end
- enum MState{ATTACKING, IDLE, CHASING, ESCAPING} m_EMState;
- enum MPersonality{PASSIVE, AGGRESSIVE, COWARDLY} m_EMPersonality;
+ 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);
+ /** 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);
- virtual ~cMonster() override;
+ virtual ~cMonster() override;
- virtual void Destroy(bool a_ShouldBroadcast = true) override;
+ virtual void Destroy(bool a_ShouldBroadcast = true) override;
- virtual void Destroyed() override;
+ virtual void Destroyed() override;
- CLASS_PROTODEF(cMonster)
+ CLASS_PROTODEF(cMonster)
- virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
+ virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
- virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
+ virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
- virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override;
+ virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override;
- virtual void KilledBy(TakeDamageInfo & a_TDI) override;
+ virtual void KilledBy(TakeDamageInfo & a_TDI) override;
- virtual void OnRightClicked(cPlayer & a_Player) override;
+ virtual void OnRightClicked(cPlayer & a_Player) override;
- virtual void HandleFalling(void) override;
+ virtual void HandleFalling(void) override;
- /** Engage pathfinder and tell it to calculate a path to a given position, and move the mob accordingly
- Currently, the mob will only start moving to a new position after the position it is currently going to is reached. */
- virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export
+ /** Engage pathfinder and tell it to calculate a path to a given position, and move the mob accordingly
+ Currently, the mob will only start moving to a new position after the position it is currently going to is reached. */
+ virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export
- // tolua_begin
- eMonsterType GetMobType(void) const { return m_MobType; }
- eFamily GetMobFamily(void) const;
- // tolua_end
+ // tolua_begin
+ eMonsterType GetMobType(void) const { return m_MobType; }
+ eFamily GetMobFamily(void) const;
+ // tolua_end
- virtual void CheckEventSeePlayer(cChunk & a_Chunk);
- virtual void EventSeePlayer(cPlayer * a_Player, cChunk & a_Chunk);
+ virtual void CheckEventSeePlayer(cChunk & a_Chunk);
+ virtual void EventSeePlayer(cPlayer * a_Player, cChunk & a_Chunk);
- // tolua_begin
+ // tolua_begin
- /** Returns whether the mob can be leashed. */
- bool CanBeLeashed() const { return m_CanBeLeashed; }
+ /** Returns whether the mob can be leashed. */
+ bool CanBeLeashed() const { return m_CanBeLeashed; }
- /** Sets whether the mob can be leashed, for extensibility in plugins */
- void SetCanBeLeashed(bool a_CanBeLeashed) { m_CanBeLeashed = a_CanBeLeashed; }
+ /** Sets whether the mob can be leashed, for extensibility in plugins */
+ void SetCanBeLeashed(bool a_CanBeLeashed) { m_CanBeLeashed = a_CanBeLeashed; }
- /** Returns whether the monster is leashed to an entity. */
- bool IsLeashed() const { return (m_LeashedTo != nullptr); }
+ /** Returns whether the monster is leashed to an entity. */
+ bool IsLeashed() const { return (m_LeashedTo != nullptr); }
- /** Leash the monster to an entity. */
- void LeashTo(cEntity * a_Entity, bool a_ShouldBroadcast = true);
+ /** Leash the monster to an entity. */
+ void LeashTo(cEntity * a_Entity, bool a_ShouldBroadcast = true);
- /** Unleash the monster. Overload for the Unleash(bool, bool) function for plugins */
- void Unleash(bool a_ShouldDropLeashPickup);
+ /** Unleash the monster. Overload for the Unleash(bool, bool) function for plugins */
+ void Unleash(bool a_ShouldDropLeashPickup);
- /** Returns the entity to where this mob is leashed, returns nullptr if it's not leashed */
- cEntity * GetLeashedTo() const { return m_LeashedTo; }
+ /** Returns the entity to where this mob is leashed, returns nullptr if it's not leashed */
+ cEntity * GetLeashedTo() const { return m_LeashedTo; }
- // tolua_end
+ // tolua_end
- /** Unleash the monster. */
- void Unleash(bool a_ShouldDropLeashPickup, bool a_ShouldBroadcast);
+ /** Unleash the monster. */
+ void Unleash(bool a_ShouldDropLeashPickup, bool a_ShouldBroadcast);
- /** Sets entity position to where is leashed this mob */
- void SetLeashToPos(Vector3d * pos) { m_LeashToPos = std::unique_ptr<Vector3d>(pos); }
+ /** Sets entity position to where is leashed this mob */
+ void SetLeashToPos(Vector3d * pos) { m_LeashToPos = std::unique_ptr<Vector3d>(pos); }
- /** Gets entity position to where mob should be leashed */
- Vector3d * GetLeashToPos() const { return m_LeashToPos.get(); }
+ /** Gets entity position to where mob should be leashed */
+ Vector3d * GetLeashToPos() const { return m_LeashToPos.get(); }
- /** Reads the monster configuration for the specified monster name and assigns it to this object. */
- void GetMonsterConfig(const AString & a_Name);
+ /** 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);
+ /** Returns whether this mob is undead (skeleton, zombie, etc.) */
+ virtual bool IsUndead(void);
- virtual void EventLosePlayer(void);
- virtual void CheckEventLostPlayer(void);
+ virtual void EventLosePlayer(void);
+ virtual void CheckEventLostPlayer(void);
- virtual void InStateIdle (std::chrono::milliseconds a_Dt, cChunk & a_Chunk);
- virtual void InStateChasing (std::chrono::milliseconds a_Dt, cChunk & a_Chunk);
- virtual void InStateEscaping(std::chrono::milliseconds a_Dt, cChunk & a_Chunk);
+ virtual void InStateIdle (std::chrono::milliseconds a_Dt, cChunk & a_Chunk);
+ virtual void InStateChasing (std::chrono::milliseconds a_Dt, cChunk & a_Chunk);
+ virtual void InStateEscaping(std::chrono::milliseconds a_Dt, cChunk & a_Chunk);
- int GetAttackRate() { return static_cast<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 static_cast<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; }
- void ResetAttackCooldown();
+ 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; }
+ void ResetAttackCooldown();
- /** Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick */
- void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; }
+ /** 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
+ 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 IsTame (void) const { return false; }
- virtual bool IsSitting (void) const { return false; }
+ // Overridables to handle ageable mobs
+ virtual bool IsTame (void) const { return false; }
+ virtual bool IsSitting (void) const { return false; }
- // tolua_begin
- bool IsBaby (void) const { return m_Age < 0; }
- int GetAge (void) const { return m_Age; }
- void SetAge(int a_Age) { m_Age = a_Age; }
- // tolua_end
+ // tolua_begin
+ bool IsBaby (void) const { return m_Age < 0; }
+ int GetAge (void) const { return m_Age; }
+ void SetAge(int a_Age) { m_Age = a_Age; }
+ // tolua_end
- // tolua_begin
+ // tolua_begin
- /** Returns true if the monster has a custom name. */
- bool HasCustomName(void) const { return !m_CustomName.empty(); }
+ /** 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; }
+ /** 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);
+ /** 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; }
+ /** 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);
+ /** 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 enum to a string, empty string if unknown */
+ static AString MobTypeToString(eMonsterType a_MobType);
- /** Translates MobType enum to the vanilla name of the mob, empty string if unknown. */
- static AString MobTypeToVanillaName(eMonsterType a_MobType);
+ /** Translates MobType enum to the vanilla name of the mob, empty string if unknown. */
+ static AString MobTypeToVanillaName(eMonsterType a_MobType);
- /** Translates MobType string to the enum, mtInvalidType if not recognized */
- static eMonsterType StringToMobType(const AString & a_MobTypeName);
+ /** 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 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);
+ /** 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
+ // tolua_end
- /** Translates the MobType enum to the vanilla nbt name */
- static AString MobTypeToVanillaNBT(eMonsterType a_MobType);
+ /** Translates the MobType enum to the vanilla nbt name */
+ static AString MobTypeToVanillaNBT(eMonsterType a_MobType);
- /** Sets the target that this mob will chase. Pass a nullptr to unset. */
- void SetTarget (cPawn * a_NewTarget);
+ /** Sets the target that this mob will chase. Pass a nullptr to unset. */
+ void SetTarget (cPawn * a_NewTarget);
- /** Unset the target without notifying the target entity. Do not use this, use SetTarget(nullptr) instead.
- This is only used by cPawn internally. */
- void UnsafeUnsetTarget();
+ /** Unset the target without notifying the target entity. Do not use this, use SetTarget(nullptr) instead.
+ This is only used by cPawn internally. */
+ void UnsafeUnsetTarget();
- /** Returns the current target. */
- cPawn * GetTarget();
+ /** Returns the current target. */
+ cPawn * GetTarget();
- /** 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 std::unique_ptr<cMonster> NewMonsterFromType(eMonsterType a_MobType);
+ /** 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 std::unique_ptr<cMonster> NewMonsterFromType(eMonsterType a_MobType);
- /** Returns if this mob last target was a player to avoid destruction on player quit */
- bool WasLastTargetAPlayer() const { return m_WasLastTargetAPlayer; }
+ /** Returns if this mob last target was a player to avoid destruction on player quit */
+ bool WasLastTargetAPlayer() const { return m_WasLastTargetAPlayer; }
+
+ // Behavior getters
+ virtual cBehaviorAggressive * GetBehaviorAggressive();
+ virtual cBehaviorBreeder * GetBehaviorBreeder();
+ virtual const cBehaviorBreeder * GetBehaviorBreeder() const;
+ virtual cBehaviorChaser * GetBehaviorChaser();
+ virtual cBehaviorStriker * GetBehaviorStriker();
+ virtual cBehaviorWanderer * GetBehaviorWanderer();
+
+ // Polymorphic behavior functions
+ virtual void InheritFromParents(cMonster * a_Parent1, cMonster * a_Parent2);
protected:
- /** The pathfinder instance handles pathfinding for this monster. */
- cPathFinder m_PathFinder;
+ /** The pathfinder instance handles pathfinding for this monster. */
+ cPathFinder m_PathFinder;
- /** Stores if pathfinder is being used - set when final destination is set, and unset when stopped moving to final destination */
- bool m_PathfinderActivated;
+ /** Stores if pathfinder is being used - set when final destination is set, and unset when stopped moving to final destination */
+ bool m_PathfinderActivated;
- /** Coordinates of the next position that should be reached */
- Vector3d m_NextWayPointPosition;
+ /** Coordinates of the next position that should be reached */
+ Vector3d m_NextWayPointPosition;
- /** Coordinates for the ultimate, final destination. */
- Vector3d m_FinalDestination;
+ /** Coordinates for the ultimate, final destination. */
+ Vector3d m_FinalDestination;
- /** Finds the lowest 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.
- If no suitable position is found, returns cChunkDef::Height. */
- int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
+ /** Finds the lowest 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.
+ If no suitable position is found, returns cChunkDef::Height. */
+ int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
- /** Returns if the ultimate, final destination has been reached. */
- bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < WAYPOINT_RADIUS * WAYPOINT_RADIUS); }
+ /** Returns if the ultimate, final destination has been reached. */
+ bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < WAYPOINT_RADIUS * WAYPOINT_RADIUS); }
- /** Returns whether or not the target is close enough for attack. */
- bool TargetIsInRange(void)
- {
- ASSERT(GetTarget() != nullptr);
- return ((GetTarget()->GetPosition() - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange));
- }
+ /** Returns whether or not the target is close enough for attack. */
+ bool TargetIsInRange(void)
+ {
+ ASSERT(GetTarget() != nullptr);
+ return ((GetTarget()->GetPosition() - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange));
+ }
- /** Returns whether the monster needs to jump to reach a given height. */
- inline bool DoesPosYRequireJump(double a_PosY)
- {
- return (a_PosY > GetPosY() + 0.8); // Assume that differences up to 0.8 blocks can be walked instead of jumped
- }
+ /** Returns whether the monster needs to jump to reach a given height. */
+ inline bool DoesPosYRequireJump(double a_PosY)
+ {
+ return (a_PosY > GetPosY() + 0.8); // Assume that differences up to 0.8 blocks can be walked instead of jumped
+ }
- /** Move in a straight line to the next waypoint in the path, will jump if needed. */
- void MoveToWayPoint(cChunk & a_Chunk);
+ /** Move in a straight line to the next waypoint in the path, will jump if needed. */
+ void MoveToWayPoint(cChunk & a_Chunk);
- /** Stops pathfinding. Calls ResetPathFinding and sets m_IsFollowingPath to false */
- void StopMovingToPosition();
+ /** Stops pathfinding. Calls ResetPathFinding and sets m_IsFollowingPath to false */
+ void StopMovingToPosition();
- /** Sets the body yaw and head yaw */
- void SetPitchAndYawFromDestination(bool a_IsFollowingPath);
+ /** Sets the body yaw and head yaw */
+ void SetPitchAndYawFromDestination(bool a_IsFollowingPath);
- int m_JumpCoolDown;
+ int m_JumpCoolDown;
- std::chrono::milliseconds m_IdleInterval;
- std::chrono::milliseconds m_DestroyTimer;
+ std::chrono::milliseconds m_IdleInterval;
+ std::chrono::milliseconds m_DestroyTimer;
- eMonsterType m_MobType;
- AString m_CustomName;
- bool m_CustomNameAlwaysVisible;
+ eMonsterType m_MobType;
+ AString m_CustomName;
+ bool m_CustomNameAlwaysVisible;
- AString m_SoundHurt;
- AString m_SoundDeath;
+ AString m_SoundHurt;
+ AString m_SoundDeath;
- float m_AttackRate;
- int m_AttackDamage;
- int m_AttackRange;
- int m_AttackCoolDownTicksLeft;
- int m_SightDistance;
+ float m_AttackRate;
+ int m_AttackDamage;
+ int m_AttackRange;
+ int m_AttackCoolDownTicksLeft;
+ int m_SightDistance;
- float m_DropChanceWeapon;
- float m_DropChanceHelmet;
- float m_DropChanceChestplate;
- float m_DropChanceLeggings;
- float m_DropChanceBoots;
- bool m_CanPickUpLoot;
- int m_TicksSinceLastDamaged; // How many ticks ago we were last damaged by a player?
+ float m_DropChanceWeapon;
+ float m_DropChanceHelmet;
+ float m_DropChanceChestplate;
+ float m_DropChanceLeggings;
+ float m_DropChanceBoots;
+ bool m_CanPickUpLoot;
+ int m_TicksSinceLastDamaged; // How many ticks ago we were last damaged by a player?
- void HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn);
- bool WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk);
- bool m_BurnsInDaylight;
- double m_RelativeWalkSpeed;
+ void HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn);
+ bool WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk);
+ bool m_BurnsInDaylight;
+ double m_RelativeWalkSpeed;
- int m_Age;
- int m_AgingTimer;
+ int m_Age;
+ int m_AgingTimer;
- bool m_WasLastTargetAPlayer;
+ bool m_WasLastTargetAPlayer;
- /** Entity leashed to */
- cEntity * m_LeashedTo;
+ /** Entity leashed to */
+ cEntity * m_LeashedTo;
- /** Entity pos where this mob was leashed to. Used when deserializing the chunk in order to make the mob find the leash knot. */
- std::unique_ptr<Vector3d> m_LeashToPos;
+ /** Entity pos where this mob was leashed to. Used when deserializing the chunk in order to make the mob find the leash knot. */
+ std::unique_ptr<Vector3d> m_LeashToPos;
- /** Mob has ben leashed or unleashed in current player action. Avoids double actions on horses. */
- bool m_IsLeashActionJustDone;
+ /** Mob has ben leashed or unleashed in current player action. Avoids double actions on horses. */
+ bool m_IsLeashActionJustDone;
- /** Determines whether a monster can be leashed */
- bool m_CanBeLeashed;
+ /** Determines whether a monster can be leashed */
+ bool m_CanBeLeashed;
- /** 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 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 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, unsigned int a_LootingLevel);
+ /** 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, unsigned int a_LootingLevel);
- /** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if picked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop */
- void AddRandomArmorDropItem(cItems & a_Drops, unsigned int a_LootingLevel);
+ /** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if picked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop */
+ void AddRandomArmorDropItem(cItems & a_Drops, unsigned int a_LootingLevel);
- /** Adds weapon that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if picked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop */
- void AddRandomWeaponDropItem(cItems & a_Drops, unsigned int a_LootingLevel);
+ /** Adds weapon that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if picked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop */
+ void AddRandomWeaponDropItem(cItems & a_Drops, unsigned int a_LootingLevel);
private:
- /** A pointer to the entity this mobile is aiming to reach.
- The validity of this pointer SHALL be guaranteed by the pointee;
- it MUST be reset when the pointee changes worlds or is destroyed. */
- cPawn * m_Target;
+ /** A pointer to the entity this mobile is aiming to reach.
+ The validity of this pointer SHALL be guaranteed by the pointee;
+ it MUST be reset when the pointee changes worlds or is destroyed. */
+ cPawn * m_Target;
- /** Leash calculations inside Tick function */
- void CalcLeashActions();
+ /** Leash calculations inside Tick function */
+ void CalcLeashActions();
} ; // tolua_export