diff options
Diffstat (limited to 'src/Mobs/Monster.h')
-rw-r--r-- | src/Mobs/Monster.h | 221 |
1 files changed, 63 insertions, 158 deletions
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h index cdbd26c09..bfaceece2 100644 --- a/src/Mobs/Monster.h +++ b/src/Mobs/Monster.h @@ -6,6 +6,7 @@ #include "../BlockID.h" #include "../Item.h" #include "../Enchantments.h" +#include "Components/AllComponents.h" @@ -15,12 +16,7 @@ class cClientHandle; class cWorld; - - -// tolua_begin -class cMonster : - public cPawn -{ +class cMonster : public cPawn { typedef cPawn super; public: /// This identifies individual monster type, as well as their network type-ID @@ -57,7 +53,7 @@ public: mtWolf = E_META_SPAWN_EGG_WOLF, mtZombie = E_META_SPAWN_EGG_ZOMBIE, mtZombiePigman = E_META_SPAWN_EGG_ZOMBIE_PIGMAN, - } ; + }; enum eFamily { @@ -69,81 +65,61 @@ public: mfNoSpawn, mfUnhandled, // Nothing. Be sure this is the last and the others are in order } ; - - // tolua_end - - enum MState{ATTACKING, IDLE, CHASING, ESCAPING} m_EMState; - enum MPersonality{PASSIVE, AGGRESSIVE, COWARDLY} m_EMPersonality; - - /** 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)) - a_SoundHurt and a_SoundDeath are assigned into m_SoundHurt and m_SoundDeath, respectively - */ - cMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height); - CLASS_PROTODEF(cMonster) - - virtual void SpawnOn(cClientHandle & a_ClientHandle) override; - virtual void Tick(float a_Dt, cChunk & a_Chunk) override; +protected: + eType m_MobType; - virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override; - - virtual void KilledBy(TakeDamageInfo & a_TDI) override; + cAIComponent * m_AI; + cAttackComponent * m_Attack; + cEnvironmentComponent * m_Environment; + cMovementComponent * m_Movement; +public: + cMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height); + ~cMonster() { delete m_AI; delete m_Attack; delete m_Environment; delete m_Movement;} + virtual void SpawnOn(cClientHandle & a_ClientHandle) /*override*/; - 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 - - virtual void CheckEventSeePlayer(void); - virtual void EventSeePlayer(cEntity * a_Player); - - /// Reads the monster configuration for the specified monster name and assigns it to this object. - void GetMonsterConfig(const AString & a_Name); - - /** Returns whether this mob is undead (skeleton, zombie, etc.) */ - virtual bool IsUndead(void); - - virtual void EventLosePlayer(void); - virtual void CheckEventLostPlayer(void); - - virtual void InStateIdle (float a_Dt); - virtual void InStateChasing (float a_Dt); - virtual void InStateEscaping(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; } - - 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; } + virtual void Tick(float a_Dt, cChunk & a_Chunk); - // Overridables to handle ageable mobs + // Type Function virtual bool IsBaby (void) const { return false; } virtual bool IsTame (void) const { return false; } - virtual bool IsSitting (void) const { return false; } + virtual bool IsUndead (void) const { return false; } + + // Get Functions + cAIComponent * GetAIComponent() { return m_AI; } + cAttackComponent * GetAttackComponent() { return m_Attack; } + cEnvironmentComponent * GetEnvironmentComponent() { return m_Environment; } + cMovementComponent * GetMovementComponent() { return m_Movement; } + + // Get Functions - Temporary + + AString GetOwnerName (void) const { return m_OwnerName; } + AString GetOwnerUUID (void) const { return m_OwnerUUID; } + float GetDropChanceBoots() { return m_DropChanceBoots; } + float GetDropChanceHelmet() { return m_DropChanceHelmet; } + float GetDropChanceChestplate() { return m_DropChanceChestplate; } + float GetDropChanceLeggings() { return m_DropChanceLeggings; } + float GetDropChanceWeapon() { return m_DropChanceWeapon; } - // tolua_begin + eType GetMobType() const { return m_MobType; } + eFamily GetMobFamily() { return mfPassive; } + + + // Set Functions - Temporary + void SetDropChanceBoots(float a_Chance) { m_DropChanceBoots = a_Chance; } + void SetDropChanceHelmet(float a_Chance) { m_DropChanceHelmet = a_Chance; } + void SetDropChanceChestplate(float a_Chance) { m_DropChanceChestplate = a_Chance; } + void SetDropChanceLeggings(float a_Chance) { m_DropChanceLeggings = a_Chance; } + void SetDropChanceWeapon(float a_Chance) { m_DropChanceWeapon = a_Chance; } + void SetIsTame(bool m_Tame) {} + void SetOwner(AString a_Name, AString a_UUID) { m_OwnerName = a_Name; m_OwnerUUID = a_UUID; } + + // Ability Functions + bool CanPickUpLoot() { return false; } + void SetCanPickUpLoot(bool a_Looting) {} + + // Static Functions /// Translates MobType enum to a string, empty string if unknown static AString MobTypeToString(eType a_MobType); @@ -156,97 +132,15 @@ public: /// Returns the spawn delay (number of game ticks between spawn attempts) for the given mob family static int GetSpawnDelay(cMonster::eFamily a_MobFamily); - - // tolua_end /** Creates a new object of the specified mob. a_MobType is the type of the mob to be created Asserts and returns null if mob type is not specified */ static cMonster * NewMonsterFromType(eType a_MobType); - protected: - - /* ======= PATHFINDING ======= */ - /** 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; - - /** 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 <= POSY_TOINT) || - DoesPosYRequireJump(a_PosY) - ); - } - /** Returns if a monster can reach a given height by jumping */ - inline bool DoesPosYRequireJump(int a_PosY) - { - return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 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 ========= */ - - virtual void HandleFalling(void); - int m_LastGroundHeight; - - /* =========================== */ - - float m_IdleInterval; - float m_DestroyTimer; - - eType m_MobType; - - AString m_SoundHurt; - AString m_SoundDeath; - - 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; /** 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); @@ -262,10 +156,21 @@ protected: /** 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); - -} ; // tolua_export + AString m_SoundHurt; + AString m_SoundDeath; + // Temporary placement till I figure out where to put it + float m_DropChanceWeapon; + float m_DropChanceHelmet; + float m_DropChanceChestplate; + float m_DropChanceLeggings; + float m_DropChanceBoots; + AString m_OwnerName; + AString m_OwnerUUID; + + float m_DestroyTimer; +}; |