Esempio n. 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);
	}
}
Esempio n. 2
0
void cMinecart::HandlePhysics(float a_Dt, cChunk & a_Chunk)
{
    if (IsDestroyed())  // Mainly to stop detector rails triggering again after minecart is dead
    {
        return;
    }

    int PosY = POSY_TOINT;
    if ((PosY <= 0) || (PosY >= cChunkDef::Height))
    {
        // Outside the world, just process normal falling physics
        super::HandlePhysics(a_Dt, a_Chunk);
        BroadcastMovementUpdate();
        return;
    }

    int RelPosX = POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width;
    int RelPosZ = POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width;
    cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ);
    if (Chunk == NULL)
    {
        // Inside an unloaded chunk, bail out all processing
        return;
    }

    BLOCKTYPE InsideType;
    NIBBLETYPE InsideMeta;
    Chunk->GetBlockTypeMeta(RelPosX, PosY, RelPosZ, InsideType, InsideMeta);

    if (!IsBlockRail(InsideType))
    {
        Chunk->GetBlockTypeMeta(RelPosX, PosY + 1, RelPosZ, InsideType, InsideMeta);  // When an descending minecart hits a flat rail, it goes through the ground; check for this
        if (IsBlockRail(InsideType)) AddPosY(1);  // Push cart upwards
    }

    bool WasDetectorRail = false;
    if (IsBlockRail(InsideType))
    {
        if (InsideType == E_BLOCK_RAIL)
        {
            SnapToRail(InsideMeta);
        }
        else
        {
            SnapToRail(InsideMeta & 0x07);
        }

        switch (InsideType)
        {
        case E_BLOCK_RAIL:
            HandleRailPhysics(InsideMeta, a_Dt);
            break;
        case E_BLOCK_ACTIVATOR_RAIL:
            break;
        case E_BLOCK_POWERED_RAIL:
            HandlePoweredRailPhysics(InsideMeta);
            break;
        case E_BLOCK_DETECTOR_RAIL:
        {
            HandleDetectorRailPhysics(InsideMeta, a_Dt);
            WasDetectorRail = true;
            break;
        }
        default:
            VERIFY(!"Unhandled rail type despite checking if block was rail!");
            break;
        }

        AddPosition(GetSpeed() * (a_Dt / 1000));  // Commit changes; as we use our own engine when on rails, this needs to be done, whereas it is normally in Entity.cpp
    }
    else
    {
        // Not on rail, default physics
        SetPosY(floor(GetPosY()) + 0.35);  // HandlePhysics overrides this if minecart can fall, else, it is to stop ground clipping minecart bottom when off-rail
        super::HandlePhysics(a_Dt, *Chunk);
    }

    if (m_bIsOnDetectorRail && !Vector3i(POSX_TOINT, POSY_TOINT, POSZ_TOINT).Equals(m_DetectorRailPosition))
    {
        m_World->SetBlock(m_DetectorRailPosition.x, m_DetectorRailPosition.y, m_DetectorRailPosition.z, E_BLOCK_DETECTOR_RAIL, m_World->GetBlockMeta(m_DetectorRailPosition) & 0x07);
        m_bIsOnDetectorRail = false;
    }
    else if (WasDetectorRail)
    {
        m_bIsOnDetectorRail = true;
        m_DetectorRailPosition = Vector3i(POSX_TOINT, POSY_TOINT, POSZ_TOINT);
    }

    // Broadcast positioning changes to client
    BroadcastMovementUpdate();
}
Esempio n. 3
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)
		{
			m_Destination.y = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z);

			if (DoesPosYRequireJump((int)floor(m_Destination.y)))
			{
				m_bOnGround = false;
				AddPosY(1.5); // Jump!!
			}
		}

		Vector3f Distance = m_Destination - GetPosition();
		if(!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move
		{
			Distance.y = 0;
			Distance.Normalize();
			Distance *= 5;
			SetSpeedX(Distance.x);
			SetSpeedZ(Distance.z);

			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;
		}
	}  // switch (m_EMState)

	BroadcastMovementUpdate();
}
Esempio n. 4
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();
}