#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "BehaviorWanderer.h" #include "../Monster.h" #include "../../Chunk.h" #include "../../World.h" cBehaviorWanderer::cBehaviorWanderer() : m_IdleInterval(0) { } void cBehaviorWanderer::AttachToMonster(cMonster & a_Parent) { LOGD("mobDebug - Behavior Wanderer: Attach"); m_Parent = &a_Parent; m_Parent->AttachTickBehavior(this); } bool cBehaviorWanderer::IsControlDesired(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { // Wandering behavior always happily accepts control. // It should therefore be the last one attached to a monster. UNUSED(a_Dt); UNUSED(a_Chunk); return true; } void cBehaviorWanderer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { LOGD("mobDebug - Behavior Wanderer: Tick"); if (m_Parent->IsPathFinderActivated()) { return; // Still getting there } m_IdleInterval += a_Dt; if (m_IdleInterval > std::chrono::seconds(1)) { // At this interval the results are predictable int rem = m_Parent->GetWorld()->GetTickRandomNumber(6) + 1; m_IdleInterval -= std::chrono::seconds(1); // So nothing gets dropped when the server hangs for a few seconds Vector3d Dist; Dist.x = static_cast(m_Parent->GetWorld()->GetTickRandomNumber(10)) - 5.0; Dist.z = static_cast(m_Parent->GetWorld()->GetTickRandomNumber(10)) - 5.0; if ((Dist.SqrLength() > 2) && (rem >= 3)) { Vector3d Destination(m_Parent->GetPosX() + Dist.x, m_Parent->GetPosition().y, m_Parent->GetPosZ() + Dist.z); cChunk * Chunk = a_Chunk.GetNeighborChunk(static_cast(Destination.x), static_cast(Destination.z)); if ((Chunk == nullptr) || !Chunk->IsValid()) { return; } BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; int RelX = static_cast(Destination.x) - Chunk->GetPosX() * cChunkDef::Width; int RelZ = static_cast(Destination.z) - Chunk->GetPosZ() * cChunkDef::Width; int YBelowUs = static_cast(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 { m_Parent->MoveToPosition(Destination); } } } } }