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-rw-r--r--src/Mobs/Enderman.cpp68
-rw-r--r--src/Mobs/Enderman.h4
-rw-r--r--src/Mobs/Monster.cpp4
3 files changed, 56 insertions, 20 deletions
diff --git a/src/Mobs/Enderman.cpp b/src/Mobs/Enderman.cpp
index a32e4e175..1dc73d654 100644
--- a/src/Mobs/Enderman.cpp
+++ b/src/Mobs/Enderman.cpp
@@ -14,9 +14,10 @@ class cPlayerLookCheck :
public cPlayerListCallback
{
public:
- cPlayerLookCheck(Vector3d a_EndermanPos) :
+ cPlayerLookCheck(Vector3d a_EndermanPos, int a_SightDistance) :
m_Player(NULL),
- m_EndermanPos(a_EndermanPos)
+ m_EndermanPos(a_EndermanPos),
+ m_SightDistance(a_SightDistance)
{
}
@@ -30,8 +31,8 @@ public:
Vector3d Direction = m_EndermanPos - a_Player->GetPosition();
- // Don't check players who are more then 64 blocks away
- if (Direction.SqrLength() > 64)
+ // Don't check players who are more then SightDistance (64) blocks away
+ if (Direction.Length() > m_SightDistance)
{
return false;
}
@@ -48,7 +49,7 @@ public:
// 0.09 rad ~ 5 degrees
// If the player's crosshair is within 5 degrees of the enderman, it counts as looking
- if (dot > cos(0.09))
+ if (dot <= cos(0.09))
{
return false;
}
@@ -69,6 +70,7 @@ public:
protected:
cPlayer * m_Player;
Vector3d m_EndermanPos;
+ int m_SightDistance;
} ;
@@ -107,7 +109,7 @@ void cEnderman::CheckEventSeePlayer()
return;
}
- cPlayerLookCheck Callback(GetPosition());
+ cPlayerLookCheck Callback(GetPosition(), m_SightDistance);
if (m_World->ForEachPlayer(Callback))
{
return;
@@ -115,20 +117,10 @@ void cEnderman::CheckEventSeePlayer()
ASSERT(Callback.GetPlayer() != NULL);
- int ChunkX, ChunkZ;
- cChunkDef::BlockToChunk(POSX_TOINT, POSZ_TOINT, ChunkX, ChunkZ);
-
- // Check if the chunk the enderman is in is lit
- if (!m_World->IsChunkLighted(ChunkX, ChunkZ))
- {
- m_World->QueueLightChunk(ChunkX, ChunkZ);
- return;
- }
-
- // Enderman only attack if the skylight is higher than 7
- if (m_World->GetBlockSkyLight(POSX_TOINT, POSY_TOINT, POSZ_TOINT) <= 7)
+ if (!CheckLight())
{
- // TODO: Teleport the enderman to a random spot
+ // Insufficient light for enderman to become aggravated
+ // TODO: Teleport to a suitable location
return;
}
@@ -140,6 +132,19 @@ void cEnderman::CheckEventSeePlayer()
GetWorld()->BroadcastEntityMetadata(*this);
}
}
+
+
+
+
+
+void cEnderman::CheckEventLostPlayer(void)
+{
+ super::CheckEventLostPlayer();
+ if (!CheckLight())
+ {
+ EventLosePlayer();
+ }
+}
@@ -151,3 +156,28 @@ void cEnderman::EventLosePlayer()
m_bIsScreaming = false;
GetWorld()->BroadcastEntityMetadata(*this);
}
+
+
+
+
+
+bool cEnderman::CheckLight()
+{
+ int ChunkX, ChunkZ;
+ cChunkDef::BlockToChunk(POSX_TOINT, POSZ_TOINT, ChunkX, ChunkZ);
+
+ // Check if the chunk the enderman is in is lit
+ if (!m_World->IsChunkLighted(ChunkX, ChunkZ))
+ {
+ m_World->QueueLightChunk(ChunkX, ChunkZ);
+ return true;
+ }
+
+ // Enderman only attack if the skylight is lower or equal to 8
+ if (m_World->GetBlockSkyLight(POSX_TOINT, POSY_TOINT, POSZ_TOINT) - GetWorld()->GetSkyDarkness() > 8)
+ {
+ return false;
+ }
+
+ return true;
+}
diff --git a/src/Mobs/Enderman.h b/src/Mobs/Enderman.h
index da857ee09..4583746e7 100644
--- a/src/Mobs/Enderman.h
+++ b/src/Mobs/Enderman.h
@@ -19,12 +19,16 @@ public:
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = NULL) override;
virtual void CheckEventSeePlayer(void) override;
+ virtual void CheckEventLostPlayer(void) override;
virtual void EventLosePlayer(void) override;
bool IsScreaming(void) const {return m_bIsScreaming; }
BLOCKTYPE GetCarriedBlock(void) const {return CarriedBlock; }
NIBBLETYPE GetCarriedMeta(void) const {return CarriedMeta; }
+ /** Returns if the current sky light level is sufficient for the enderman to become aggravated */
+ bool CheckLight(void);
+
private:
bool m_bIsScreaming;
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index 622a67816..94df991a3 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -276,7 +276,9 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
if (DoesPosYRequireJump((int)floor(m_Destination.y)))
{
m_bOnGround = false;
- AddSpeedY(5.2); // Jump!!
+
+ // TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport
+ AddPosY(1.2); // Jump!!
}
}