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author | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2014-01-24 20:57:32 +0100 |
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committer | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2014-01-24 20:57:32 +0100 |
commit | 9c0e3615ce61dba0ae973b97807833bd6ddd5bda (patch) | |
tree | f19c645c9d41539064cb23b0448ed7794114c5d9 /src/Mobs/Monster.cpp | |
parent | Fixed mobs too close to player not ticking (diff) | |
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Diffstat (limited to 'src/Mobs/Monster.cpp')
-rw-r--r-- | src/Mobs/Monster.cpp | 400 |
1 files changed, 238 insertions, 162 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index 98b6c1d28..91ecf3b52 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -8,13 +8,9 @@ #include "../World.h" #include "../Entities/Player.h" #include "../Entities/ExpOrb.h" -#include "../Defines.h" #include "../MonsterConfig.h" #include "../MersenneTwister.h" -#include "../Vector3f.h" -#include "../Vector3i.h" -#include "../Vector3d.h" #include "../Tracer.h" #include "../Chunk.h" #include "../FastRandom.h" @@ -81,11 +77,9 @@ cMonster::cMonster(const AString & a_ConfigName, eType a_MobType, const AString , m_bMovingToDestination(false) , m_DestinationTime( 0 ) , m_DestroyTimer( 0 ) - , m_Jump(0) , m_MobType(a_MobType) , m_SoundHurt(a_SoundHurt) , m_SoundDeath(a_SoundDeath) - , m_SeePlayerInterval (0) , m_AttackDamage(1.0f) , m_AttackRange(2.0f) , m_AttackInterval(0) @@ -110,11 +104,105 @@ void cMonster::SpawnOn(cClientHandle & a_Client) -void cMonster::MoveToPosition( const Vector3f & a_Position ) +void cMonster::TickPathFinding() { + int PosX = (int)floor(GetPosX()); + int PosY = (int)floor(GetPosY()); + int PosZ = (int)floor(GetPosZ()); + + m_FinalDestination.y = (double)FindFirstNonAirBlockPosition(m_FinalDestination.x, m_FinalDestination.z); + + std::vector<Vector3d> m_PotentialCoordinates; + m_TraversedCoordinates.push_back(Vector3i(PosX, PosY, PosZ)); + + static const struct // Define which directions the torch can power + { + int x, z; + } gCrossCoords[] = + { + { 1, 0}, + {-1, 0}, + { 0, 1}, + { 0,-1}, + } ; + + for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++) + { + if ((gCrossCoords[i].x + PosX == PosX) && (gCrossCoords[i].z + PosZ == PosZ)) + { + continue; + } + + if (IsCoordinateInTraversedList(Vector3i(gCrossCoords[i].x + PosX, PosY, gCrossCoords[i].z + PosZ))) + { + continue; + } + + BLOCKTYPE BlockAtY = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY, gCrossCoords[i].z + PosZ); + BLOCKTYPE BlockAtYP = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY + 1, gCrossCoords[i].z + PosZ); + BLOCKTYPE BlockAtYPP = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY + 2, gCrossCoords[i].z + PosZ); + BLOCKTYPE BlockAtYM = m_World->GetBlock(gCrossCoords[i].x + PosX, PosY - 1, gCrossCoords[i].z + PosZ); + + if (!g_BlockIsSolid[BlockAtY] && !g_BlockIsSolid[BlockAtYP] && !IsBlockLava(BlockAtYM)) + { + m_PotentialCoordinates.push_back(Vector3d((gCrossCoords[i].x + PosX), PosY, gCrossCoords[i].z + PosZ)); + } + else if (g_BlockIsSolid[BlockAtY] && !g_BlockIsSolid[BlockAtYP] && !g_BlockIsSolid[BlockAtYPP] && !IsBlockLava(BlockAtYM)) + { + m_PotentialCoordinates.push_back(Vector3d((gCrossCoords[i].x + PosX), PosY + 1, gCrossCoords[i].z + PosZ)); + } + } + + if (!m_PotentialCoordinates.empty()) + { + Vector3f ShortestCoords = m_PotentialCoordinates.front(); + for (std::vector<Vector3d>::const_iterator itr = m_PotentialCoordinates.begin(); itr != m_PotentialCoordinates.end(); ++itr) + { + Vector3f Distance = m_FinalDestination - ShortestCoords; + Vector3f Distance2 = m_FinalDestination - *itr; + if (Distance.SqrLength() > Distance2.SqrLength()) + { + ShortestCoords = *itr; + } + } + + m_Destination = ShortestCoords; + m_Destination.z += 0.5f; + m_Destination.x += 0.5f; + } + else + { + FinishPathFinding(); + } +} + + + + + +void cMonster::MoveToPosition(const Vector3f & a_Position) +{ + FinishPathFinding(); + + m_FinalDestination = a_Position; m_bMovingToDestination = true; + TickPathFinding(); +} + + + + +bool cMonster::IsCoordinateInTraversedList(Vector3i a_Coords) +{ + for (std::vector<Vector3i>::const_iterator itr = m_TraversedCoordinates.begin(); itr != m_TraversedCoordinates.end(); ++itr) + { + if (itr->Equals(a_Coords)) + { + return true; + } + } - m_Destination = a_Position; + return false; } @@ -123,10 +211,24 @@ void cMonster::MoveToPosition( const Vector3f & a_Position ) bool cMonster::ReachedDestination() { - Vector3f Distance = (m_Destination) - GetPosition(); - if( Distance.SqrLength() < 2.f ) + if ((m_Destination - GetPosition()).Length() < 0.5f) + { return true; + } + + return false; +} + + + +bool cMonster::ReachedFinalDestination() +{ + if ((GetPosition() - m_FinalDestination).Length() <= m_AttackRange) + { + return true; + } + return false; } @@ -151,23 +253,19 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk) // Burning in daylight HandleDaylightBurning(a_Chunk); - - HandlePhysics(a_Dt,a_Chunk); - BroadcastMovementUpdate(); a_Dt /= 1000; if (m_bMovingToDestination) { - Vector3f Pos( GetPosition() ); - Vector3f Distance = m_Destination - Pos; - if( !ReachedDestination() ) + Vector3f Distance = m_Destination - GetPosition(); + if(!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move { Distance.y = 0; Distance.Normalize(); Distance *= 3; - SetSpeedX( Distance.x ); - SetSpeedZ( Distance.z ); + SetSpeedX(Distance.x); + SetSpeedZ(Distance.z); if (m_EMState == ESCAPING) { //Runs Faster when escaping :D otherwise they just walk away @@ -177,40 +275,32 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk) } else { - m_bMovingToDestination = false; + if (ReachedFinalDestination()) // If we have reached the ultimate, final destination, stop pathfinding and attack if appropriate + { + FinishPathFinding(); + } + else + { + TickPathFinding(); // We have reached the next point in our path, calculate another point + } } - if( GetSpeed().SqrLength() > 0.f ) + if(m_bOnGround) { - if( m_bOnGround ) + int NextHeight = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z); + + if (IsNextYPosReachable(NextHeight)) { - Vector3f NormSpeed = Vector3f(GetSpeed()).NormalizeCopy(); - Vector3f NextBlock = Vector3f( GetPosition() ) + NormSpeed; - int NextHeight; - if (!m_World->TryGetHeight((int)NextBlock.x, (int)NextBlock.z, NextHeight)) - { - // The chunk at NextBlock is not loaded - return; - } - if( NextHeight > (GetPosY() - 1.0) && (NextHeight - GetPosY()) < 2.5 ) - { - m_bOnGround = false; - SetSpeedY(5.f); // Jump!! - } + m_bOnGround = false; + SetSpeedY(5.f); // Jump!! } } } - Vector3d Distance = m_Destination - GetPosition(); - if (Distance.SqrLength() > 0.1f) - { - double Rotation, Pitch; - Distance.Normalize(); - VectorToEuler( Distance.x, Distance.y, Distance.z, Rotation, Pitch ); - SetHeadYaw (Rotation); - SetYaw( Rotation ); - SetPitch( -Pitch ); - } + if (ReachedFinalDestination()) + Attack(a_Dt); + + SetPitchAndYawFromDestination(); switch (m_EMState) { @@ -219,21 +309,87 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk) // If enemy passive we ignore checks for player visibility InStateIdle(a_Dt); break; - } - + } case CHASING: { // If we do not see a player anymore skip chasing action InStateChasing(a_Dt); break; - } - + } case ESCAPING: { InStateEscaping(a_Dt); break; } } // switch (m_EMState) + + BroadcastMovementUpdate(); +} + + + + +void cMonster::SetPitchAndYawFromDestination() +{ + Vector3d FinalDestination = m_FinalDestination; + if (m_Target != NULL) + { + if (m_Target->IsPlayer()) + { + FinalDestination.y = ((cPlayer *)m_Target)->GetStance(); + } + else + { + FinalDestination.y = GetHeight(); + } + } + + Vector3d Distance = FinalDestination - GetPosition(); + if (Distance.SqrLength() > 0.1f) + { + { + double Rotation, Pitch; + Distance.Normalize(); + VectorToEuler(Distance.x, Distance.y, Distance.z, Rotation, Pitch); + SetHeadYaw(Rotation); + SetPitch(-Pitch); + } + + { + Vector3d BodyDistance = m_Destination - GetPosition(); + double Rotation, Pitch; + Distance.Normalize(); + VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch); + SetYaw(Rotation); + } + } +} + + + + +int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ) +{ + int PosY = (int)floor(GetPosY()); + + if (!g_BlockIsSolid[m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))]) + { + while (!g_BlockIsSolid[m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))] && (PosY > 0)) + { + PosY--; + } + + return PosY + 1; + } + else + { + while (g_BlockIsSolid[m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))] && (PosY < cChunkDef::Height)) + { + PosY++; + } + + return PosY; + } } @@ -244,11 +400,13 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk) void cMonster::DoTakeDamage(TakeDamageInfo & a_TDI) { super::DoTakeDamage(a_TDI); - if((m_SoundHurt != "") && (m_Health > 0)) m_World->BroadcastSoundEffect(m_SoundHurt, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f); + + if((m_SoundHurt != "") && (m_Health > 0)) + m_World->BroadcastSoundEffect(m_SoundHurt, (int)(GetPosX() * 8), (int)(GetPosY() * 8), (int)(GetPosZ() * 8), 1.0f, 0.8f); + if (a_TDI.Attacker != NULL) { m_Target = a_TDI.Attacker; - AddReference(m_Target); } } @@ -330,55 +488,12 @@ void cMonster::KilledBy(cEntity * a_Killer) -//----State Logic - -const char *cMonster::GetState() -{ - switch(m_EMState) - { - case IDLE: return "Idle"; - case ATTACKING: return "Attacking"; - case CHASING: return "Chasing"; - default: return "Unknown"; - } -} - - - - - -// for debugging -void cMonster::SetState(const AString & a_State) -{ - if (a_State.compare("Idle") == 0) - { - m_EMState = IDLE; - } - else if (a_State.compare("Attacking") == 0) - { - m_EMState = ATTACKING; - } - else if (a_State.compare("Chasing") == 0) - { - m_EMState = CHASING; - } - else - { - LOGD("cMonster::SetState(): Invalid state"); - ASSERT(!"Invalid state"); - } -} - - - - - //Checks to see if EventSeePlayer should be fired //monster sez: Do I see the player void cMonster::CheckEventSeePlayer(void) { // TODO: Rewrite this to use cWorld's DoWithPlayers() - cPlayer * Closest = FindClosestPlayer(); + cPlayer * Closest = m_World->FindClosestPlayer(GetPosition(), m_SightDistance); if (Closest != NULL) { @@ -398,7 +513,10 @@ void cMonster::CheckEventLostPlayer(void) if (m_Target != NULL) { pos = m_Target->GetPosition(); - if ((pos - GetPosition()).Length() > m_SightDistance || LineOfSight.Trace(GetPosition(),(pos - GetPosition()), (int)(pos - GetPosition()).Length())) + if ( + ((pos - GetPosition()).Length() > m_SightDistance) || + LineOfSight.Trace(Vector3d(GetPosX(), GetPosY() + 1, GetPosZ()), (pos - GetPosition()), (int)(pos - GetPosition()).Length()) + ) { EventLosePlayer(); } @@ -418,7 +536,6 @@ void cMonster::CheckEventLostPlayer(void) void cMonster::EventSeePlayer(cEntity * a_SeenPlayer) { m_Target = a_SeenPlayer; - AddReference(m_Target); } @@ -427,7 +544,6 @@ void cMonster::EventSeePlayer(cEntity * a_SeenPlayer) void cMonster::EventLosePlayer(void) { - Dereference(m_Target); m_Target = NULL; m_EMState = IDLE; } @@ -436,27 +552,30 @@ void cMonster::EventLosePlayer(void) -// What to do if in Idle State void cMonster::InStateIdle(float a_Dt) { m_IdleInterval += a_Dt; + if (m_IdleInterval > 1) { - // at this interval the results are predictable + // At this interval the results are predictable int rem = m_World->GetTickRandomNumber(6) + 1; - // LOGD("Moving: int: %3.3f rem: %i",idle_interval,rem); - m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds - Vector3f Dist; - Dist.x = (float)(m_World->GetTickRandomNumber(10) - 5); - Dist.z = (float)(m_World->GetTickRandomNumber(10) - 5); + m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds + + Vector3d Dist; + Dist.x = (double)m_World->GetTickRandomNumber(m_SightDistance * 2) - m_SightDistance; + Dist.z = (double)m_World->GetTickRandomNumber(m_SightDistance * 2) - m_SightDistance; + if ((Dist.SqrLength() > 2) && (rem >= 3)) { - m_Destination.x = (float)(GetPosX() + Dist.x); - m_Destination.z = (float)(GetPosZ() + Dist.z); - int PosY; - if (m_World->TryGetHeight((int)m_Destination.x, (int)m_Destination.z, PosY)) + m_Destination.x = GetPosX() + Dist.x; + m_Destination.z = GetPosZ() + Dist.z; + + int NextHeight = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z); + + if (IsNextYPosReachable(NextHeight + 1)) { - m_Destination.y = (float)PosY + 1.2f; + m_Destination.y = (double)NextHeight; MoveToPosition(m_Destination); } } @@ -505,22 +624,6 @@ void cMonster::InStateEscaping(float a_Dt) void cMonster::Attack(float a_Dt) { m_AttackInterval += a_Dt * m_AttackRate; - if ((m_Target != NULL) && (m_AttackInterval > 3.0)) - { - // Setting this higher gives us more wiggle room for attackrate - m_AttackInterval = 0.0; - ((cPawn *)m_Target)->TakeDamage(*this); - } -} - - - - - -// Checks for Players close by and if they are visible return the closest -cPlayer * cMonster::FindClosestPlayer(void) -{ - return m_World->FindClosestPlayer(GetPosition(), m_SightDistance); } @@ -536,42 +639,6 @@ void cMonster::GetMonsterConfig(const AString & a_Name) -void cMonster::SetAttackRate(int ar) -{ - m_AttackRate = (float)ar; -} - - - - - -void cMonster::SetAttackRange(float ar) -{ - m_AttackRange = ar; -} - - - - - -void cMonster::SetAttackDamage(float ad) -{ - m_AttackDamage = ad; -} - - - - - -void cMonster::SetSightDistance(float sd) -{ - m_SightDistance = sd; -} - - - - - AString cMonster::MobTypeToString(cMonster::eType a_MobType) { // Mob types aren't sorted, so we need to search linearly: @@ -635,6 +702,8 @@ cMonster::eType cMonster::StringToMobType(const AString & a_Name) cMonster::eFamily cMonster::FamilyFromType(eType a_Type) { + // Passive-agressive mobs are counted in mob spawning code as passive + switch (a_Type) { case mtBat: return mfAmbient; @@ -699,7 +768,7 @@ cMonster * cMonster::NewMonsterFromType(cMonster::eType a_MobType) case mtMagmaCube: case mtSlime: { - toReturn = new cSlime (Random.NextInt(2) + 1); + toReturn = new cSlime(Random.NextInt(2) + 1); break; } case mtSkeleton: @@ -803,6 +872,13 @@ void cMonster::HandleDaylightBurning(cChunk & a_Chunk) int RelX = (int)floor(GetPosX()) - GetChunkX() * cChunkDef::Width; int RelZ = (int)floor(GetPosZ()) - GetChunkZ() * cChunkDef::Width; + + if (!a_Chunk.IsLightValid()) + { + m_World->QueueLightChunk(GetChunkX(), GetChunkZ()); + return; + } + if ( (a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight (a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand |