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authorAlexander Harkness <bearbin@gmail.com>2013-11-24 15:19:41 +0100
committerAlexander Harkness <bearbin@gmail.com>2013-11-24 15:19:41 +0100
commit675b4aa878f16291ce33fced48a2bc7425f635ae (patch)
tree409914df27a98f65adf866da669429c4de141b6f /src/Mobs/AggressiveMonster.cpp
parentLineBlockTracer: Using the coord-based block faces. (diff)
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Diffstat (limited to 'src/Mobs/AggressiveMonster.cpp')
-rw-r--r--src/Mobs/AggressiveMonster.cpp97
1 files changed, 97 insertions, 0 deletions
diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp
new file mode 100644
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+++ b/src/Mobs/AggressiveMonster.cpp
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+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "AggressiveMonster.h"
+
+#include "../World.h"
+#include "../Vector3f.h"
+#include "../Entities/Player.h"
+#include "../MersenneTwister.h"
+
+
+
+
+
+cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
+ super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height),
+ m_ChaseTime(999999)
+{
+ m_EMPersonality = AGGRESSIVE;
+}
+
+
+
+
+
+// What to do if in Chasing State
+void cAggressiveMonster::InStateChasing(float a_Dt)
+{
+ super::InStateChasing(a_Dt);
+ m_ChaseTime += a_Dt;
+ if (m_Target != NULL)
+ {
+ if (m_Target->IsPlayer())
+ {
+ cPlayer * Player = (cPlayer *) m_Target;
+ if (Player->IsGameModeCreative())
+ {
+ m_EMState = IDLE;
+ return;
+ }
+ }
+
+ Vector3f Pos = Vector3f( GetPosition() );
+ Vector3f Their = Vector3f( m_Target->GetPosition() );
+ if ((Their - Pos).Length() <= m_AttackRange)
+ {
+ Attack(a_Dt);
+ }
+ MoveToPosition(Their + Vector3f(0, 0.65f, 0));
+ }
+ else if (m_ChaseTime > 5.f)
+ {
+ m_ChaseTime = 0;
+ m_EMState = IDLE;
+ }
+}
+
+
+
+
+
+void cAggressiveMonster::EventSeePlayer(cEntity * a_Entity)
+{
+ super::EventSeePlayer(a_Entity);
+ m_EMState = CHASING;
+}
+
+
+
+
+
+void cAggressiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
+{
+ super::Tick(a_Dt, a_Chunk);
+
+ m_SeePlayerInterval += a_Dt;
+
+ if (m_SeePlayerInterval > 1)
+ {
+ int rem = m_World->GetTickRandomNumber(3) + 1; // Check most of the time but miss occasionally
+
+ m_SeePlayerInterval = 0.0;
+ if (rem >= 2)
+ {
+ if (m_EMState == CHASING)
+ {
+ CheckEventLostPlayer();
+ }
+ else
+ {
+ CheckEventSeePlayer();
+ }
+ }
+ }
+}
+
+