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authorSamuel Barney <samjbarney@gmail.com>2014-08-21 16:12:05 +0200
committerSamuel Barney <samjbarney@gmail.com>2014-08-21 16:12:05 +0200
commit77a36b58d8731821c88493742781cee0602d12ef (patch)
tree367ec7d2e9fe037b81721d62a94b01fa092d9227 /src/Mobs/Old Mobs/AggressiveMonster.cpp
parentFixed to make metadata work correctly. (diff)
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Diffstat (limited to 'src/Mobs/Old Mobs/AggressiveMonster.cpp')
-rw-r--r--src/Mobs/Old Mobs/AggressiveMonster.cpp124
1 files changed, 124 insertions, 0 deletions
diff --git a/src/Mobs/Old Mobs/AggressiveMonster.cpp b/src/Mobs/Old Mobs/AggressiveMonster.cpp
new file mode 100644
index 000000000..5f5b1853d
--- /dev/null
+++ b/src/Mobs/Old Mobs/AggressiveMonster.cpp
@@ -0,0 +1,124 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "AggressiveMonster.h"
+
+#include "../World.h"
+#include "../Entities/Player.h"
+#include "../Tracer.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_EMPersonality = AGGRESSIVE;
+}
+
+
+
+
+
+// What to do if in Chasing State
+void cAggressiveMonster::InStateChasing(float a_Dt)
+{
+ super::InStateChasing(a_Dt);
+
+ if (m_Target != NULL)
+ {
+ if (m_Target->IsPlayer())
+ {
+ if (((cPlayer *)m_Target)->IsGameModeCreative())
+ {
+ m_EMState = IDLE;
+ return;
+ }
+ }
+
+ if (!IsMovingToTargetPosition())
+ {
+ MoveToPosition(m_Target->GetPosition());
+ }
+ }
+}
+
+
+
+
+
+void cAggressiveMonster::EventSeePlayer(cEntity * a_Entity)
+{
+ if (!((cPlayer *)a_Entity)->IsGameModeCreative())
+ {
+ super::EventSeePlayer(a_Entity);
+ m_EMState = CHASING;
+ }
+}
+
+
+
+
+
+void cAggressiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
+{
+ super::Tick(a_Dt, a_Chunk);
+
+ if (m_EMState == CHASING)
+ {
+ CheckEventLostPlayer();
+ }
+ else
+ {
+ CheckEventSeePlayer();
+ }
+
+ if (m_Target == NULL)
+ return;
+
+ cTracer LineOfSight(GetWorld());
+ Vector3d AttackDirection(m_Target->GetPosition() - GetPosition());
+
+ if (ReachedFinalDestination() && !LineOfSight.Trace(GetPosition(), AttackDirection, (int)AttackDirection.Length()))
+ {
+ // Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
+ Attack(a_Dt / 1000);
+ }
+}
+
+
+
+
+
+void cAggressiveMonster::Attack(float a_Dt)
+{
+ m_AttackInterval += a_Dt * m_AttackRate;
+
+ if ((m_Target == NULL) || (m_AttackInterval < 3.0))
+ {
+ return;
+ }
+
+ // Setting this higher gives us more wiggle room for attackrate
+ m_AttackInterval = 0.0;
+ m_Target->TakeDamage(dtMobAttack, this, m_AttackDamage, 0);
+}
+
+
+
+
+bool cAggressiveMonster::IsMovingToTargetPosition()
+{
+ // Difference between destination x and target x is negligible (to 10^-12 precision)
+ if (fabsf((float)m_FinalDestination.x - (float)m_Target->GetPosX()) < std::numeric_limits<float>::epsilon())
+ {
+ return false;
+ }
+ // Difference between destination z and target z is negligible (to 10^-12 precision)
+ else if (fabsf((float)m_FinalDestination.z - (float)m_Target->GetPosZ()) > std::numeric_limits<float>::epsilon())
+ {
+ return false;
+ }
+ return true;
+}