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authorAlexander Harkness <bearbin@gmail.com>2014-10-11 19:32:21 +0200
committerAlexander Harkness <bearbin@gmail.com>2014-10-11 19:32:21 +0200
commit93833069a80fe4aec33a95148df39ad40671ddaf (patch)
tree2e6a335a60e618b5fe456ca8a586a2c5448c8c87 /src/Mobs/Enderman.cpp
parentReverted submodule changes. (diff)
parentMerge pull request #1528 from kjanku1/master (diff)
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Diffstat (limited to '')
-rw-r--r--src/Mobs/Enderman.cpp169
1 files changed, 169 insertions, 0 deletions
diff --git a/src/Mobs/Enderman.cpp b/src/Mobs/Enderman.cpp
index becc99a86..567714382 100644
--- a/src/Mobs/Enderman.cpp
+++ b/src/Mobs/Enderman.cpp
@@ -2,6 +2,76 @@
#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;
+} ;
@@ -32,3 +102,102 @@ void cEnderman::GetDrops(cItems & a_Drops, cEntity * a_Killer)
+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
+ }
+
+}