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Diffstat (limited to 'src/Mobs/Old Mobs/AggressiveMonster.cpp')
-rw-r--r-- | src/Mobs/Old Mobs/AggressiveMonster.cpp | 124 |
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; +} |