Example #1
0
void cMonster::MoveToWayPoint(cChunk & a_Chunk)
{
	if ((m_NextWayPointPosition - GetPosition()).SqrLength() < WAYPOINT_RADIUS * WAYPOINT_RADIUS)
	{
		return;
	}


	if (m_JumpCoolDown == 0)
	{
		if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
		{
			if (((IsOnGround()) && (GetSpeed().SqrLength() == 0.0f)) ||
			(IsSwimming()))
			{
				m_bOnGround = false;
				m_JumpCoolDown = 20;
				// TODO: Change to AddSpeedY once collision detection is fixed - currently, mobs will go into blocks attempting to jump without a teleport
				AddPosY(1.6);  // Jump!!
				SetSpeedX(3.2 * (m_NextWayPointPosition.x - GetPosition().x));  // Move forward in a preset speed.
				SetSpeedZ(3.2 * (m_NextWayPointPosition.z - GetPosition().z));  // The numbers were picked based on trial and error and 1.6 and 3.2 are perfect.
			}
		}
	}
	else
	{
		--m_JumpCoolDown;
	}

	Vector3d Distance = m_NextWayPointPosition - GetPosition();
	if ((Distance.x != 0.0f) || (Distance.z != 0.0f))
	{
		Distance.y = 0;
		Distance.Normalize();

		if (m_bOnGround)
		{
			Distance *= 2.5f;
		}
		else if (IsSwimming())
		{
			Distance *= 1.3f;
		}
		else
		{
			// Don't let the mob move too much if he's falling.
			Distance *= 0.25f;
		}
		// Apply walk speed:
		Distance *= m_RelativeWalkSpeed;
		/* Reduced default speed.
		Close to Vanilla, easier for mobs to follow m_NextWayPointPositions, hence
		better pathfinding. */
		Distance *= 0.5;
		AddSpeedX(Distance.x);
		AddSpeedZ(Distance.z);
	}
}
Example #2
0
void cPlayer::UpdateMovementStats(const Vector3d & a_DeltaPos)
{
	StatValue Value = (StatValue)floor(a_DeltaPos.Length() * 100 + 0.5);

	if (m_AttachedTo == NULL)
	{
		if (IsClimbing())
		{
			if (a_DeltaPos.y > 0.0)  // Going up
			{
				m_Stats.AddValue(statDistClimbed, (StatValue)floor(a_DeltaPos.y * 100 + 0.5));
			}
		}
		else if (IsSubmerged())
		{
			m_Stats.AddValue(statDistDove, Value);
			AddFoodExhaustion(0.00015 * (double)Value);
		}
		else if (IsSwimming())
		{
			m_Stats.AddValue(statDistSwum, Value);
			AddFoodExhaustion(0.00015 * (double)Value);
		}
		else if (IsOnGround())
		{
			m_Stats.AddValue(statDistWalked, Value);
			AddFoodExhaustion((m_IsSprinting ? 0.001 : 0.0001) * (double)Value);
		}
		else
		{
			if (Value >= 25)  // Ignore small/slow movement
			{
				m_Stats.AddValue(statDistFlown, Value);
			}
		}
	}
	else
	{
		switch (m_AttachedTo->GetEntityType())
		{
			case cEntity::etMinecart: m_Stats.AddValue(statDistMinecart, Value); break;
			case cEntity::etBoat:     m_Stats.AddValue(statDistBoat,     Value); break;
			case cEntity::etMonster:
			{
				cMonster * Monster = (cMonster *)m_AttachedTo;
				switch (Monster->GetMobType())
				{
					case cMonster::mtPig:   m_Stats.AddValue(statDistPig,   Value); break;
					case cMonster::mtHorse: m_Stats.AddValue(statDistHorse, Value); break;
					default: break;
				}
				break;
			}
			default: break;
		}
	}
}
Example #3
0
void cPlayer::ApplyFoodExhaustionFromMovement()
{
	if (IsGameModeCreative())
	{
		return;
	}

	// If we have just teleported, apply no exhaustion
	if (m_bIsTeleporting)
	{
		m_bIsTeleporting = false;
		return;
	}

	// If riding anything, apply no food exhaustion
	if (m_AttachedTo != NULL)
	{
		return;
	}

	// Process exhaustion every two ticks as that is how frequently m_LastPos is updated
	// Otherwise, we apply exhaustion for a 'movement' every tick, one of which is an already processed value
	if (GetWorld()->GetWorldAge() % 2 != 0)
	{
		return;
	}
	
	// Calculate the distance travelled, update the last pos:
	Vector3d Movement(GetPosition() - m_LastPos);
	Movement.y = 0;  // Only take XZ movement into account

	// Apply the exhaustion based on distance travelled:
	double BaseExhaustion = Movement.Length();
	if (IsSprinting())
	{
		// 0.1 pt per meter sprinted
		BaseExhaustion = BaseExhaustion * 0.1;
	}
	else if (IsSwimming())
	{
		// 0.015 pt per meter swum
		BaseExhaustion = BaseExhaustion * 0.015;
	}
	else
	{
		// 0.01 pt per meter walked / sneaked
		BaseExhaustion = BaseExhaustion * 0.01;
	}
	m_FoodExhaustionLevel += BaseExhaustion;
}
Example #4
0
void cEnderman::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);

	// TODO take damage in rain

	// Take damage when touching water, drowning damage seems to be most appropriate
	if (IsSwimming())
	{
		EventLosePlayer();
		TakeDamage(dtDrowning, nullptr, 1, 0);
		// TODO teleport to a safe location
	}

}
Example #5
0
void cPlayer::ApplyFoodExhaustionFromMovement()
{
    if (IsGameModeCreative())
    {
        return;
    }

    // Calculate the distance travelled, update the last pos:
    Vector3d Movement(GetPosition() - m_LastFoodPos);
    Movement.y = 0;  // Only take XZ movement into account
    m_LastFoodPos = GetPosition();

    // If riding anything, apply no food exhaustion
    if (m_AttachedTo != NULL)
    {
        return;
    }

    // Apply the exhaustion based on distance travelled:
    double BaseExhaustion = Movement.Length();
    if (IsSprinting())
    {
        // 0.1 pt per meter sprinted
        BaseExhaustion = BaseExhaustion * 0.1;
    }
    else if (IsSwimming())
    {
        // 0.015 pt per meter swum
        BaseExhaustion = BaseExhaustion * 0.015;
    }
    else
    {
        // 0.01 pt per meter walked / sneaked
        BaseExhaustion = BaseExhaustion * 0.01;
    }
    m_FoodExhaustionLevel += BaseExhaustion;
}
Example #6
0
void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);

	if (m_Health <= 0)
	{
		// The mob is dead, but we're still animating the "puff" they leave when they die
		m_DestroyTimer += a_Dt / 1000;
		if (m_DestroyTimer > 1)
		{
			Destroy(true);
		}
		return;
	}

	if ((m_Target != NULL) && m_Target->IsDestroyed())
		m_Target = NULL;

	// Burning in daylight
	HandleDaylightBurning(a_Chunk);

	a_Dt /= 1000;

	if (m_bMovingToDestination)
	{
		if (m_bOnGround)
		{
			if (DoesPosYRequireJump((int)floor(m_Destination.y)))
			{
				m_bOnGround = false;

				// 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!!
			}
		}

		Vector3d Distance = m_Destination - GetPosition();
		if (!ReachedDestination() && !ReachedFinalDestination())  // If we haven't reached any sort of destination, move
		{
			Distance.y = 0;
			Distance.Normalize();

			if (m_bOnGround)
			{
				Distance *= 2.5f;
			}
			else if (IsSwimming())
			{
				Distance *= 1.3f;
			}
			else
			{
				// Don't let the mob move too much if he's falling.
				Distance *= 0.25f;
			}

			// Apply walk speed:
			Distance *= m_RelativeWalkSpeed;

			AddSpeedX(Distance.x);
			AddSpeedZ(Distance.z);

			// It's too buggy!
			/*
			if (m_EMState == ESCAPING)
			{
				// Runs Faster when escaping :D otherwise they just walk away
				SetSpeedX (GetSpeedX() * 2.f);
				SetSpeedZ (GetSpeedZ() * 2.f);
			}
			*/
		}
		else
		{
			if (ReachedFinalDestination())  // If we have reached the ultimate, final destination, stop pathfinding and attack if appropriate
			{
				FinishPathFinding();
			}
			else
			{
				TickPathFinding();  // We have reached the next point in our path, calculate another point
			}
		}
	}

	SetPitchAndYawFromDestination();
	HandleFalling();

	switch (m_EMState)
	{
		case IDLE:
		{
			// If enemy passive we ignore checks for player visibility
			InStateIdle(a_Dt);
			break;
		}
		case CHASING:
		{
			// If we do not see a player anymore skip chasing action
			InStateChasing(a_Dt);
			break;
		}
		case ESCAPING:
		{
			InStateEscaping(a_Dt);
			break;
		}
			
		case ATTACKING: break;
	}  // switch (m_EMState)

	BroadcastMovementUpdate();
}