#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Enderman.h"
#include "../Entities/Player.h"
#include "../Tracer.h"
////////////////////////////////////////////////////////////////////////////////
// cPlayerLookCheck
class cPlayerLookCheck :
public cPlayerListCallback
{
public:
cPlayerLookCheck(Vector3d a_EndermanPos, int a_SightDistance) :
m_Player(NULL),
m_EndermanPos(a_EndermanPos),
m_SightDistance(a_SightDistance)
{
}
virtual bool Item(cPlayer * a_Player) override
{
// Don't check players who are in creative gamemode
if (a_Player->IsGameModeCreative())
{
return false;
}
Vector3d Direction = m_EndermanPos - a_Player->GetPosition();
// Don't check players who are more then SightDistance (64) blocks away
if (Direction.Length() > m_SightDistance)
{
return false;
}
// Don't check if the player has a pumpkin on his head
if (a_Player->GetEquippedHelmet().m_ItemType == E_BLOCK_PUMPKIN)
{
return false;
}
Vector3d LookVector = a_Player->GetLookVector();
double dot = Direction.Dot(LookVector);
// 0.09 rad ~ 5 degrees
// If the player's crosshair is within 5 degrees of the enderman, it counts as looking
if (dot <= cos(0.09))
{
return false;
}
cTracer LineOfSight(a_Player->GetWorld());
if (LineOfSight.Trace(m_EndermanPos, Direction, (int)Direction.Length()))
{
// No direct line of sight
return false;
}
m_Player = a_Player;
return true;
}
cPlayer * GetPlayer(void) const { return m_Player; }
protected:
cPlayer * m_Player;
Vector3d m_EndermanPos;
int m_SightDistance;
} ;
cEnderman::cEnderman(void) :
super("Enderman", mtEnderman, "mob.endermen.hit", "mob.endermen.death", 0.5, 2.9),
m_bIsScreaming(false),
CarriedBlock(E_BLOCK_AIR),
CarriedMeta(0)
{
}
void cEnderman::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
int LootingLevel = 0;
if (a_Killer != NULL)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_ENDER_PEARL);
}
void cEnderman::CheckEventSeePlayer()
{
if (m_Target != NULL)
{
return;
}
cPlayerLookCheck Callback(GetPosition(), m_SightDistance);
if (m_World->ForEachPlayer(Callback))
{
return;
}
ASSERT(Callback.GetPlayer() != NULL);
if (!CheckLight())
{
// Insufficient light for enderman to become aggravated
// TODO: Teleport to a suitable location
return;
}
if (!Callback.GetPlayer()->IsGameModeCreative())
{
super::EventSeePlayer(Callback.GetPlayer());
m_EMState = CHASING;
m_bIsScreaming = true;
GetWorld()->BroadcastEntityMetadata(*this);
}
}
void cEnderman::CheckEventLostPlayer(void)
{
super::CheckEventLostPlayer();
if (!CheckLight())
{
EventLosePlayer();
}
}
void cEnderman::EventLosePlayer()
{
super::EventLosePlayer();
m_bIsScreaming = false;
GetWorld()->BroadcastEntityMetadata(*this);
}
bool cEnderman::CheckLight()
{
int ChunkX, ChunkZ;
cChunkDef::BlockToChunk(POSX_TOINT, POSZ_TOINT, ChunkX, ChunkZ);
// Check if the chunk the enderman is in is lit
if (!m_World->IsChunkLighted(ChunkX, ChunkZ))
{
m_World->QueueLightChunk(ChunkX, ChunkZ);
return true;
}
// Enderman only attack if the skylight is lower or equal to 8
if (m_World->GetBlockSkyLight(POSX_TOINT, POSY_TOINT, POSZ_TOINT) - GetWorld()->GetSkyDarkness() > 8)
{
return false;
}
return true;
}
void cEnderman::Tick(float a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
// TODO take damage in rain
// Take damage when touching water, drowning damage seems to be most appropriate
if (IsSwimming())
{
EventLosePlayer();
TakeDamage(dtDrowning, NULL, 1, 0);
//TODO teleport to a safe location
}
}