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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "AIAggressiveComponent.h"
#include "../Entities/Player.h"
#include "../Tracer.h"
#include <iostream>
#include "Monster.h"
cAIAggressiveComponent::cAIAggressiveComponent(cMonster * a_Monster) : cAIComponent(a_Monster), m_Target(NULL){}
void cAIAggressiveComponent::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
if (m_EMState == CHASING)
{
CheckEventLostPlayer();
}
else
{
CheckEventSeePlayer();
}
if (m_Target == NULL)
return;
cTracer LineOfSight(m_Self->GetWorld());
Vector3d AttackDirection(m_Target->GetPosition() - m_Self->GetPosition());
if (ReachedFinalDestination() && !LineOfSight.Trace(m_Self->GetPosition(), AttackDirection, (int)AttackDirection.Length()))
{
// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
Attack(a_Dt / 1000);
}
}
void cAIAggressiveComponent::Attack(float a_Dt)
{
float attack_interval = m_Self->GetAttackInterval();
attack_interval += a_Dt * m_Self->GetAttackRate();
if ((m_Target != NULL) && (attack_interval > 3.0))
{
// Setting this higher gives us more wiggle room for attackrate
attack_interval = 0.0f;
m_Target->TakeDamage(dtMobAttack, m_Self, m_Self->GetAttackDamage(), 0);
}
m_Self->SetAttackInterval(attack_interval);
}
bool cAIAggressiveComponent::IsMovingToTargetPosition()
{
// Difference between destination x and target x is negligible (to 10^-12 precision)
if (fabsf((float)m_Self->m_FinalDestination.x - (float)m_Target->GetPosX()) < std::numeric_limits<float>::epsilon())
{
return false;
}
// Difference between destination z and target z is negligible (to 10^-12 precision)
else if (fabsf((float)m_Self->m_FinalDestination.z - (float)m_Target->GetPosZ()) > std::numeric_limits<float>::epsilon())
{
return false;
}
return true;
}
bool cAIAggressiveComponent::ReachedFinalDestination()
{
if ((m_Self->GetPosition() - m_Self->m_FinalDestination).Length() <= m_Self->GetAttackRange())
{
return true;
}
return false;
}
/// Event Checkers
//Checks to see if EventSeePlayer should be fired
//monster sez: Do I see the player
void cAIAggressiveComponent::CheckEventSeePlayer(void)
{
// TODO: Rewrite this to use cWorld's DoWithPlayers()
cPlayer * Closest = m_Self->GetWorld()->FindClosestPlayer(m_Self->GetPosition(), (float)m_Self->GetSightDistance(), false);
if (Closest != NULL)
{
std::cout << "Found Player\n";
EventSeePlayer(Closest);
}
}
void cAIAggressiveComponent::CheckEventLostPlayer(void)
{
if (m_Target != NULL)
{
if ((m_Target->GetPosition() - m_Self->GetPosition()).Length() > m_Self->GetSightDistance())
{
EventLosePlayer();
}
}
else
{
EventLosePlayer();
}
}
/// Event Handlers
void cAIAggressiveComponent::EventSeePlayer(cEntity * a_Entity)
{
if (!((cPlayer *)a_Entity)->IsGameModeCreative())
{
m_Target = a_Entity;
m_EMState = CHASING;
}
}
void cAIAggressiveComponent::EventLosePlayer(void)
{
m_Target = NULL;
m_EMState = IDLE;
}
/// State Logic
void cAIAggressiveComponent::InStateChasing(float a_Dt)
{
if (m_Target != NULL)
{
if (m_Target->IsPlayer())
{
if (((cPlayer *)m_Target)->IsGameModeCreative())
{
m_EMState = IDLE;
return;
}
}
if (!IsMovingToTargetPosition())
{
m_Self->MoveToPosition(m_Target->GetPosition());
}
}
}
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