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-rw-r--r--src/Mobs/Monster.cpp78
1 files changed, 69 insertions, 9 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index 37774b08f..df9c1f390 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -156,6 +156,11 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
if (m_Path == nullptr)
{
+ if (!EnsureProperDestination(a_Chunk))
+ {
+ StopMovingToPosition(); // Invalid chunks, probably world is loading or something, cancel movement.
+ return false;
+ }
m_PathFinderDestination = m_FinalDestination;
m_Path = new cPath(a_Chunk, GetPosition().Floor(), m_PathFinderDestination.Floor(), 20);
}
@@ -199,10 +204,12 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
{
if (m_JumpCoolDown == 0)
{
- // We're not moving (or barely moving), and waypoint is above us, it means we are hitting something and we should jump.
- if ((GetSpeedX() < 0.1) && (GetSpeedZ() < 0.1) && DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
+ if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
{
- if (IsOnGround() || IsSwimming())
+ if (
+ (IsOnGround() && (GetSpeedX() == 0) && (GetSpeedY() == 0)) ||
+ (IsSwimming() && (m_GiveUpCounter < 15))
+ )
{
m_bOnGround = false;
m_JumpCoolDown = 20;
@@ -252,6 +259,63 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
+bool cMonster::EnsureProperDestination(cChunk & a_Chunk)
+{
+ cChunk * Chunk = a_Chunk.GetNeighborChunk(m_FinalDestination.x, m_FinalDestination.z);
+ BLOCKTYPE BlockType;
+ NIBBLETYPE BlockMeta;
+ int RelX = m_FinalDestination.x - Chunk->GetPosX() * cChunkDef::Width;
+ int RelZ = m_FinalDestination.z - Chunk->GetPosZ() * cChunkDef::Width;
+ if ((Chunk == nullptr) || !Chunk->IsValid())
+ {
+ return false;
+ }
+
+ // If destination in the air, go down to the lowest air block.
+ while (m_FinalDestination.y > 0)
+ {
+ Chunk->GetBlockTypeMeta(RelX, m_FinalDestination.y - 1, RelZ, BlockType, BlockMeta);
+ if (cBlockInfo::IsSolid(BlockType))
+ {
+ break;
+ }
+ m_FinalDestination.y -= 1;
+ }
+
+
+ // If destination in water, go up to the highest water block.
+ // If destination in solid, go up to first air block.
+ bool InWater = false;
+ while (m_FinalDestination.y < cChunkDef::Height)
+ {
+ Chunk->GetBlockTypeMeta(RelX, m_FinalDestination.y, RelZ, BlockType, BlockMeta);
+ if (BlockType == E_BLOCK_STATIONARY_WATER)
+ {
+ InWater = true;
+ }
+ else if (cBlockInfo::IsSolid(BlockType))
+ {
+ InWater = false;
+ }
+ else
+ {
+ break;
+ }
+ m_FinalDestination.y += 1;
+ }
+ if (InWater)
+ {
+ m_FinalDestination.y -= 1;
+ }
+
+
+ return true;
+}
+
+
+
+
+
void cMonster::MoveToPosition(const Vector3d & a_Position)
{
m_FinalDestination = a_Position;
@@ -292,7 +356,7 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
if (m_Health <= 0)
{
- // The mob is dead, but we're still animating the "puff" they leave when they die
+ // The mob is dead, but we're still animating the "puff" they leave when they die.
m_DestroyTimer += a_Dt;
if (m_DestroyTimer > std::chrono::seconds(1))
{
@@ -310,7 +374,7 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
m_Target = nullptr;
}
- // Process the undead burning in daylight
+ // Process the undead burning in daylight.
HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
if (TickPathFinding(*Chunk))
{
@@ -1121,7 +1185,3 @@ cMonster::eFamily cMonster::GetMobFamily(void) const
{
return FamilyFromType(m_MobType);
}
-
-
-
-