#pragma once
#include "../Entities/Pawn.h"
#include "../Defines.h"
#include "../BlockID.h"
#include "../Item.h"
#include "../Enchantments.h"
#include "MonsterTypes.h"
#include "PathFinder.h"
class cClientHandle;
// tolua_begin
class cMonster :
public cPawn
{
typedef cPawn super;
public:
enum eFamily
{
mfHostile = 0, // Spider, Zombies ...
mfPassive = 1, // Cows, Pigs
mfAmbient = 2, // Bats
mfWater = 3, // Squid, Guardian
mfNoSpawn,
mfUnhandled, // Nothing. Be sure this is the last and the others are in order
} ;
// tolua_end
enum MState{ATTACKING, IDLE, CHASING, ESCAPING} m_EMState;
enum MPersonality{PASSIVE, AGGRESSIVE, COWARDLY} m_EMPersonality;
/** Creates the mob object.
If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig()
a_MobType is the type of the mob (also used in the protocol ( http://wiki.vg/Entities#Mobs 2012_12_22))
a_SoundHurt and a_SoundDeath are assigned into m_SoundHurt and m_SoundDeath, respectively
*/
cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
virtual ~cMonster() override;
virtual void Destroyed() override;
CLASS_PROTODEF(cMonster)
virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override;
virtual void KilledBy(TakeDamageInfo & a_TDI) override;
virtual void OnRightClicked(cPlayer & a_Player) override;
virtual void HandleFalling(void) override;
/** Engage pathfinder and tell it to calculate a path to a given position, and move the mob accordingly
Currently, the mob will only start moving to a new position after the position it is currently going to is reached. */
virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export
// tolua_begin
eMonsterType GetMobType(void) const { return m_MobType; }
eFamily GetMobFamily(void) const;
// tolua_end
virtual void CheckEventSeePlayer(cChunk & a_Chunk);
virtual void EventSeePlayer(cPlayer * a_Player, cChunk & a_Chunk);
/** Reads the monster configuration for the specified monster name and assigns it to this object. */
void GetMonsterConfig(const AString & a_Name);
/** Returns whether this mob is undead (skeleton, zombie, etc.) */
virtual bool IsUndead(void);
virtual void EventLosePlayer(void);
virtual void CheckEventLostPlayer(void);
virtual void InStateIdle (std::chrono::milliseconds a_Dt, cChunk & a_Chunk);
virtual void InStateChasing (std::chrono::milliseconds a_Dt, cChunk & a_Chunk);
virtual void InStateEscaping(std::chrono::milliseconds a_Dt, cChunk & a_Chunk);
int GetAttackRate() { return static_cast<int>(m_AttackRate); }
void SetAttackRate(float a_AttackRate) { m_AttackRate = a_AttackRate; }
void SetAttackRange(int a_AttackRange) { m_AttackRange = a_AttackRange; }
void SetAttackDamage(int a_AttackDamage) { m_AttackDamage = a_AttackDamage; }
void SetSightDistance(int a_SightDistance) { m_SightDistance = a_SightDistance; }
float GetDropChanceWeapon() { return m_DropChanceWeapon; }
float GetDropChanceHelmet() { return m_DropChanceHelmet; }
float GetDropChanceChestplate() { return m_DropChanceChestplate; }
float GetDropChanceLeggings() { return m_DropChanceLeggings; }
float GetDropChanceBoots() { return m_DropChanceBoots; }
bool CanPickUpLoot() { return m_CanPickUpLoot; }
void SetDropChanceWeapon(float a_DropChanceWeapon) { m_DropChanceWeapon = a_DropChanceWeapon; }
void SetDropChanceHelmet(float a_DropChanceHelmet) { m_DropChanceHelmet = a_DropChanceHelmet; }
void SetDropChanceChestplate(float a_DropChanceChestplate) { m_DropChanceChestplate = a_DropChanceChestplate; }
void SetDropChanceLeggings(float a_DropChanceLeggings) { m_DropChanceLeggings = a_DropChanceLeggings; }
void SetDropChanceBoots(float a_DropChanceBoots) { m_DropChanceBoots = a_DropChanceBoots; }
void SetCanPickUpLoot(bool a_CanPickUpLoot) { m_CanPickUpLoot = a_CanPickUpLoot; }
void ResetAttackCooldown();
/** Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick */
void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; }
double GetRelativeWalkSpeed(void) const { return m_RelativeWalkSpeed; } // tolua_export
void SetRelativeWalkSpeed(double a_WalkSpeed) { m_RelativeWalkSpeed = a_WalkSpeed; } // tolua_export
// Overridables to handle ageable mobs
virtual bool IsTame (void) const { return false; }
virtual bool IsSitting (void) const { return false; }
// tolua_begin
bool IsBaby (void) const { return m_Age < 0; }
int GetAge (void) const { return m_Age; }
void SetAge(int a_Age) { m_Age = a_Age; }
// tolua_end
// tolua_begin
/** Returns true if the monster has a custom name. */
bool HasCustomName(void) const { return !m_CustomName.empty(); }
/** Gets the custom name of the monster. If no custom name is set, the function returns an empty string. */
const AString & GetCustomName(void) const { return m_CustomName; }
/** Sets the custom name of the monster. You see the name over the monster.
If you want to disable the custom name, simply set an empty string. */
void SetCustomName(const AString & a_CustomName);
/** Is the custom name of this monster always visible? If not, you only see the name when you sight the mob. */
bool IsCustomNameAlwaysVisible(void) const { return m_CustomNameAlwaysVisible; }
/** Sets the custom name visiblity of this monster.
If it's false, you only see the name when you sight the mob. If it's true, you always see the custom name. */
void SetCustomNameAlwaysVisible(bool a_CustomNameAlwaysVisible);
/** Translates MobType enum to a string, empty string if unknown */
static AString MobTypeToString(eMonsterType a_MobType);
/** Translates MobType enum to the vanilla name of the mob, empty string if unknown. */
static AString MobTypeToVanillaName(eMonsterType a_MobType);
/** Translates MobType string to the enum, mtInvalidType if not recognized */
static eMonsterType StringToMobType(const AString & a_MobTypeName);
/** Returns the mob family based on the type */
static eFamily FamilyFromType(eMonsterType a_MobType);
/** Returns the spawn delay (number of game ticks between spawn attempts) for the given mob family */
static int GetSpawnDelay(cMonster::eFamily a_MobFamily);
// tolua_end
/** Translates the MobType enum to the vanilla nbt name */
static AString MobTypeToVanillaNBT(eMonsterType a_MobType);
/** Sets the target that this mob will chase. Pass a nullptr to unset. */
void SetTarget (cPawn * a_NewTarget);
/** Unset the target without notifying the target entity. Do not use this, use SetTarget(nullptr) instead.
This is only used by cPawn internally. */
void UnsafeUnsetTarget();
/** Returns the current target. */
cPawn * GetTarget ();
/** Creates a new object of the specified mob.
a_MobType is the type of the mob to be created
Asserts and returns null if mob type is not specified
*/
static cMonster * NewMonsterFromType(eMonsterType a_MobType);
/** Returns if this mob last target was a player to avoid destruction on player quit */
bool WasLastTargetAPlayer() const { return m_WasLastTargetAPlayer; }
protected:
/** The pathfinder instance handles pathfinding for this monster. */
cPathFinder m_PathFinder;
/** Stores if pathfinder is being used - set when final destination is set, and unset when stopped moving to final destination */
bool m_PathfinderActivated;
/** Coordinates of the next position that should be reached */
Vector3d m_NextWayPointPosition;
/** Coordinates for the ultimate, final destination. */
Vector3d m_FinalDestination;
/** Finds the lowest non-air block position (not the highest, as cWorld::GetHeight does)
If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1
If current Y is solid, goes up to find first nonsolid block, and returns that.
If no suitable position is found, returns cChunkDef::Height. */
int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
/** Returns if the ultimate, final destination has been reached. */
bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < WAYPOINT_RADIUS * WAYPOINT_RADIUS); }
/** Returns whether or not the target is close enough for attack. */
bool TargetIsInRange(void) { ASSERT(m_Target != nullptr); return ((m_Target->GetPosition() - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); }
/** Returns whether the monster needs to jump to reach a given height. */
inline bool DoesPosYRequireJump(double a_PosY)
{
return (a_PosY > GetPosY() + 0.8); // Assume that differences up to 0.8 blocks can be walked instead of jumped
}
/** Move in a straight line to the next waypoint in the path, will jump if needed. */
void MoveToWayPoint(cChunk & a_Chunk);
/** Stops pathfinding. Calls ResetPathFinding and sets m_IsFollowingPath to false */
void StopMovingToPosition();
/** Sets the body yaw and head yaw */
void SetPitchAndYawFromDestination(bool a_IsFollowingPath);
int m_JumpCoolDown;
std::chrono::milliseconds m_IdleInterval;
std::chrono::milliseconds m_DestroyTimer;
eMonsterType m_MobType;
AString m_CustomName;
bool m_CustomNameAlwaysVisible;
AString m_SoundHurt;
AString m_SoundDeath;
float m_AttackRate;
int m_AttackDamage;
int m_AttackRange;
int m_AttackCoolDownTicksLeft;
int m_SightDistance;
float m_DropChanceWeapon;
float m_DropChanceHelmet;
float m_DropChanceChestplate;
float m_DropChanceLeggings;
float m_DropChanceBoots;
bool m_CanPickUpLoot;
int m_TicksSinceLastDamaged; // How many ticks ago we were last damaged by a player?
void HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn);
bool WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk);
bool m_BurnsInDaylight;
double m_RelativeWalkSpeed;
int m_Age;
int m_AgingTimer;
bool m_WasLastTargetAPlayer;
/** Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops */
void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
/** Adds a item a_Item with the chance of a_Chance (in percent) to itemdrops a_Drops */
void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0);
/** Adds one rare item out of the list of rare items a_Items modified by the looting level a_LootingLevel(I-III or custom) to the itemdrop a_Drops */
void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, unsigned int a_LootingLevel);
/** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if picked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop */
void AddRandomArmorDropItem(cItems & a_Drops, unsigned int a_LootingLevel);
/** Adds weapon that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if picked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop */
void AddRandomWeaponDropItem(cItems & a_Drops, unsigned int a_LootingLevel);
private:
/** A pointer to the entity this mobile is aiming to reach */
cPawn * m_Target;
} ; // tolua_export