diff options
Diffstat (limited to '')
-rw-r--r-- | src/Mobs/Monster.cpp | 157 |
1 files changed, 121 insertions, 36 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index f3f8c6b24..4befe307d 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -89,7 +89,7 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A , m_SoundDeath(a_SoundDeath) , m_AttackRate(3) , m_AttackDamage(1) - , m_AttackRange(2) + , m_AttackRange(1) , m_AttackInterval(0) , m_SightDistance(25) , m_DropChanceWeapon(0.085f) @@ -101,6 +101,7 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A , m_TicksSinceLastDamaged(100) , m_BurnsInDaylight(false) , m_RelativeWalkSpeed(1) + , m_Age(1) { if (!a_ConfigName.empty()) { @@ -147,10 +148,15 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk) (Recalculate lots when close, calculate rarely when far) */ if ( ((GetPosition() - m_PathFinderDestination).Length() < 0.25) || - ((m_TicksSinceLastPathReset > 10) && (m_TicksSinceLastPathReset > (0.15 * (m_FinalDestination - GetPosition()).SqrLength()))) + ((m_TicksSinceLastPathReset > 10) && (m_TicksSinceLastPathReset > (0.4 * (m_FinalDestination - GetPosition()).SqrLength()))) ) { - ResetPathFinding(); + /* Re-calculating is expensive when there's no path to target, and it results in mobs freezing very often as a result of always recalculating. + This is a workaround till we get better path recalculation. */ + if (!m_NoPathToTarget) + { + ResetPathFinding(); + } } } @@ -161,15 +167,25 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk) StopMovingToPosition(); // Invalid chunks, probably world is loading or something, cancel movement. return false; } + m_NoPathToTarget = false; + m_NoMoreWayPoints = false; m_PathFinderDestination = m_FinalDestination; - m_Path = new cPath(a_Chunk, GetPosition().Floor(), m_PathFinderDestination.Floor(), 20); + m_Path = new cPath(a_Chunk, GetPosition(), m_PathFinderDestination, 20, GetWidth(), GetHeight()); } switch (m_Path->Step(a_Chunk)) { + case ePathFinderStatus::NEARBY_FOUND: + { + m_NoPathToTarget = true; + m_PathFinderDestination = m_Path->AcceptNearbyPath(); + break; + } + case ePathFinderStatus::PATH_NOT_FOUND: { - StopMovingToPosition(); // Give up pathfinding to that destination. + StopMovingToPosition(); // Try to calculate a path again. + // Note that the next time may succeed, e.g. if a player breaks a barrier. break; } case ePathFinderStatus::CALCULATING: @@ -179,15 +195,30 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk) } case ePathFinderStatus::PATH_FOUND: { - if (--m_GiveUpCounter == 0) + if (m_NoMoreWayPoints || (--m_GiveUpCounter == 0)) { - ResetPathFinding(); // Try to calculate a path again. + if (m_EMState == ATTACKING) + { + ResetPathFinding(); // Try to calculate a path again. + // This results in mobs hanging around an unreachable target (player). + } + else + { + StopMovingToPosition(); // Find a different place to go to. + } return false; } - else if (!m_Path->IsLastPoint() && (m_Path->IsFirstPoint() || ReachedNextWaypoint())) // Have we arrived at the next cell, as denoted by m_NextWayPointPosition? + else if (!m_Path->IsLastPoint()) // Have we arrived at the next cell, as denoted by m_NextWayPointPosition? + { + if ((m_Path->IsFirstPoint() || ReachedNextWaypoint())) + { + m_NextWayPointPosition = m_Path->GetNextPoint(); + m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition. + } + } + else { - m_NextWayPointPosition = Vector3d(0.5, 0, 0.5) + m_Path->GetNextPoint(); - m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition. + m_NoMoreWayPoints = true; } return true; } @@ -269,21 +300,59 @@ bool cMonster::EnsureProperDestination(cChunk & a_Chunk) { return false; } - + int RelX = FloorC(m_FinalDestination.x) - Chunk->GetPosX() * cChunkDef::Width; int RelZ = FloorC(m_FinalDestination.z) - Chunk->GetPosZ() * cChunkDef::Width; - // If destination in the air, go down to the lowest air block. - while (m_FinalDestination.y > 0) + // If destination in the air, first try to go 1 block north, or east, or west. + // This fixes the player leaning issue. + // If that failed, we instead go down to the lowest air block. + Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta); + if (!cBlockInfo::IsSolid(BlockType)) { - Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta); - if (cBlockInfo::IsSolid(BlockType)) + bool InTheAir = true; + int x, z; + for (z = -1; z <= 1; ++z) { - break; + for (x = -1; x <= 1; ++x) + { + if ((x==0) && (z==0)) + { + continue; + } + Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x+x), FloorC(m_FinalDestination.z+z)); + if ((Chunk == nullptr) || !Chunk->IsValid()) + { + return false; + } + RelX = FloorC(m_FinalDestination.x+x) - Chunk->GetPosX() * cChunkDef::Width; + RelZ = FloorC(m_FinalDestination.z+z) - Chunk->GetPosZ() * cChunkDef::Width; + Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta); + if (cBlockInfo::IsSolid(BlockType)) + { + m_FinalDestination.x += x; + m_FinalDestination.z += z; + InTheAir = false; + goto breakBothLoops; + } + } } - m_FinalDestination.y -= 1; - } + breakBothLoops: + // Go down to the lowest air block. + if (InTheAir) + { + while (m_FinalDestination.y > 0) + { + Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta); + if (cBlockInfo::IsSolid(BlockType)) + { + break; + } + m_FinalDestination.y -= 1; + } + } + } // If destination in water, go up to the highest water block. // If destination in solid, go up to first air block. @@ -331,6 +400,7 @@ void cMonster::MoveToPosition(const Vector3d & a_Position) void cMonster::StopMovingToPosition() { m_IsFollowingPath = false; + ResetPathFinding(); } @@ -447,21 +517,36 @@ void cMonster::SetPitchAndYawFromDestination() } } - Vector3d Distance = FinalDestination - GetPosition(); + + Vector3d BodyDistance; + if (!m_IsFollowingPath && (m_Target != nullptr)) { - double Rotation, Pitch; - Distance.Normalize(); - VectorToEuler(Distance.x, Distance.y, Distance.z, Rotation, Pitch); - SetHeadYaw(Rotation); - SetPitch(-Pitch); + BodyDistance = m_Target->GetPosition() - GetPosition(); } + else + { + BodyDistance = m_NextWayPointPosition - GetPosition(); + } + double BodyRotation, BodyPitch; + BodyDistance.Normalize(); + VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch); + SetYaw(BodyRotation); + Vector3d Distance = FinalDestination - GetPosition(); { - Vector3d BodyDistance = m_NextWayPointPosition - GetPosition(); - double Rotation, Pitch; - BodyDistance.Normalize(); - VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch); - SetYaw(Rotation); + double HeadRotation, HeadPitch; + Distance.Normalize(); + VectorToEuler(Distance.x, Distance.y, Distance.z, HeadRotation, HeadPitch); + if (std::abs(BodyRotation - HeadRotation) < 90) + { + SetHeadYaw(HeadRotation); + SetPitch(-HeadPitch); + } + else // We're not an owl. If it's more than 120, don't look behind and instead look at where you're walking. + { + SetHeadYaw(BodyRotation); + SetPitch(-BodyPitch); + } } } @@ -989,9 +1074,9 @@ cMonster * cMonster::NewMonsterFromType(eMonsterType a_MobType) case mtHorse: { // Horses take a type (species), a colour, and a style (dots, stripes, etc.) - int HorseType = Random.NextInt(7); - int HorseColor = Random.NextInt(6); - int HorseStyle = Random.NextInt(6); + int HorseType = Random.NextInt(8); + int HorseColor = Random.NextInt(7); + int HorseStyle = Random.NextInt(5); int HorseTameTimes = Random.NextInt(6) + 1; if ((HorseType == 5) || (HorseType == 6) || (HorseType == 7)) @@ -1070,10 +1155,10 @@ void cMonster::AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short -void cMonster::AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a_LootingLevel) +void cMonster::AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, unsigned int a_LootingLevel) { MTRand r1; - int Count = r1.randInt() % 200; + unsigned int Count = r1.randInt() % 200; if (Count < (5 + a_LootingLevel)) { int Rare = r1.randInt() % a_Items.Size(); @@ -1085,7 +1170,7 @@ void cMonster::AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, short a -void cMonster::AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel) +void cMonster::AddRandomArmorDropItem(cItems & a_Drops, unsigned int a_LootingLevel) { MTRand r1; if (r1.randInt() % 200 < ((m_DropChanceHelmet * 200) + (a_LootingLevel * 2))) @@ -1125,7 +1210,7 @@ void cMonster::AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel) -void cMonster::AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel) +void cMonster::AddRandomWeaponDropItem(cItems & a_Drops, unsigned int a_LootingLevel) { MTRand r1; if (r1.randInt() % 200 < ((m_DropChanceWeapon * 200) + (a_LootingLevel * 2))) |