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author | daniel0916 <theschokolps@gmail.com> | 2014-04-07 20:12:17 +0200 |
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committer | daniel0916 <theschokolps@gmail.com> | 2014-04-07 20:12:17 +0200 |
commit | 2e9754ac1cf0537c12ab7974cf55c451c0724540 (patch) | |
tree | 713c5b8c8f22f77893b30b9c8cefca4a7c491483 /src/Mobs/Monster.h | |
parent | Fixed merge conflict (diff) | |
parent | Fixed some more minor issues with the redstone simulator. (diff) | |
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Diffstat (limited to 'src/Mobs/Monster.h')
-rw-r--r-- | src/Mobs/Monster.h | 124 |
1 files changed, 98 insertions, 26 deletions
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h index dafb33574..776426a0d 100644 --- a/src/Mobs/Monster.h +++ b/src/Mobs/Monster.h @@ -5,12 +5,12 @@ #include "../Defines.h" #include "../BlockID.h" #include "../Item.h" +#include "../Enchantments.h" -class Vector3f; class cClientHandle; class cWorld; @@ -74,8 +74,6 @@ public: enum MState{ATTACKING, IDLE, CHASING, ESCAPING} m_EMState; enum MPersonality{PASSIVE,AGGRESSIVE,COWARDLY} m_EMPersonality; - float m_SightDistance; - /** 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)) @@ -94,20 +92,16 @@ public: virtual void KilledBy(cEntity * a_Killer) override; virtual void MoveToPosition(const Vector3f & a_Position); + virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export virtual bool ReachedDestination(void); // tolua_begin eType GetMobType(void) const {return m_MobType; } eFamily GetMobFamily(void) const; // tolua_end - - - const char * GetState(); - void SetState(const AString & str); virtual void CheckEventSeePlayer(void); virtual void EventSeePlayer(cEntity * a_Player); - virtual cPlayer * FindClosestPlayer(); // non static is easier. also virtual so other mobs can implement their own searching algo /// Reads the monster configuration for the specified monster name and assigns it to this object. void GetMonsterConfig(const AString & a_Name); @@ -119,13 +113,24 @@ public: virtual void InStateChasing (float a_Dt); virtual void InStateEscaping(float a_Dt); - virtual void Attack(float a_Dt); + int GetAttackRate() { return (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; } - int GetAttackRate(){return (int)m_AttackRate;} - void SetAttackRate(int ar); - void SetAttackRange(float ar); - void SetAttackDamage(float ad); - void SetSightDistance(float sd); + 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; } /// Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; } @@ -159,34 +164,101 @@ public: protected: - cEntity * m_Target; - float m_AttackRate; - float m_IdleInterval; + /* ======= PATHFINDING ======= */ - Vector3f m_Destination; + /** A pointer to the entity this mobile is aiming to reach */ + cEntity * m_Target; + /** Coordinates of the next position that should be reached */ + Vector3d m_Destination; + /** Coordinates for the ultimate, final destination. */ + Vector3d m_FinalDestination; + /** Returns if the ultimate, final destination has been reached */ + bool ReachedFinalDestination(void); + + /** Stores if mobile is currently moving towards the ultimate, final destination */ bool m_bMovingToDestination; - bool m_bPassiveAggressive; + /** Finds the first 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 */ + int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ); + /** Returns if a monster can actually reach a given height by jumping or walking */ + inline bool IsNextYPosReachable(int a_PosY) + { + return ( + (a_PosY <= (int)floor(GetPosY())) || + DoesPosYRequireJump(a_PosY) + ); + } + /** Returns if a monster can reach a given height by jumping */ + inline bool DoesPosYRequireJump(int a_PosY) + { + return ((a_PosY > (int)floor(GetPosY())) && (a_PosY == (int)floor(GetPosY()) + 1)); + } + + /** A semi-temporary list to store the traversed coordinates during active pathfinding so we don't visit them again */ + std::vector<Vector3i> m_TraversedCoordinates; + /** Returns if coordinate is in the traversed list */ + bool IsCoordinateInTraversedList(Vector3i a_Coords); + + /** Finds the next place to go + This is based on the ultimate, final destination and the current position, as well as the traversed coordinates, and any environmental hazards */ + void TickPathFinding(void); + /** Finishes a pathfinding task, be it due to failure or something else */ + inline void FinishPathFinding(void) + { + m_TraversedCoordinates.clear(); + m_bMovingToDestination = false; + } + /** Sets the body yaw and head yaw/pitch based on next/ultimate destinations */ + void SetPitchAndYawFromDestination(void); + + /* =========================== */ + /* ========= FALLING ========= */ - float m_DestinationTime; + virtual void HandleFalling(void); + int m_LastGroundHeight; + /* =========================== */ + + float m_IdleInterval; float m_DestroyTimer; - float m_Jump; eType m_MobType; AString m_SoundHurt; AString m_SoundDeath; - float m_SeePlayerInterval; - float m_AttackDamage; - float m_AttackRange; + float m_AttackRate; + int m_AttackDamage; + int m_AttackRange; float m_AttackInterval; + int m_SightDistance; + + float m_DropChanceWeapon; + float m_DropChanceHelmet; + float m_DropChanceChestplate; + float m_DropChanceLeggings; + float m_DropChanceBoots; + bool m_CanPickUpLoot; + void HandleDaylightBurning(cChunk & a_Chunk); bool m_BurnsInDaylight; - void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0); + /** 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, short a_LootingLevel); + + /** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/ + void AddRandomArmorDropItem(cItems & a_Drops, short a_LootingLevel); + + /** Adds weapon that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if piccked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop*/ + void AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel); - void HandleDaylightBurning(cChunk & a_Chunk); } ; // tolua_export |