示例#1
0
void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
    super::Tick(a_Dt, a_Chunk);

    if (m_EMState == CHASING)
    {
        CheckEventLostPlayer();
    }
    else
    {
        CheckEventSeePlayer();
    }

    if (m_Target == nullptr)
    {
        return;
    }

    cTracer LineOfSight(GetWorld());
    Vector3d MyHeadPosition = GetPosition() + Vector3d(0, GetHeight(), 0);
    Vector3d AttackDirection(m_Target->GetPosition() + Vector3d(0, m_Target->GetHeight(), 0) - MyHeadPosition);


    if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())) && (GetHealth() > 0.0))
    {
        // Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
        StopMovingToPosition();
        Attack(a_Dt);
    }
}
示例#2
0
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);
	}
}
示例#3
0
void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);
	if (!IsTicking())
	{
		// The base class tick destroyed us
		return;
	}

	if (m_EMState == CHASING)
	{
		CheckEventLostPlayer();
	}
	else
	{
		CheckEventSeePlayer(a_Chunk);
	}

	auto target = GetTarget();
	if (target == nullptr)
	{
		return;
	}

	// TODO: Currently all mobs see through lava, but only Nether-native mobs should be able to.
	Vector3d MyHeadPosition = GetPosition() + Vector3d(0, GetHeight(), 0);
	Vector3d TargetPosition = target->GetPosition() + Vector3d(0, target->GetHeight(), 0);
	if (
		TargetIsInRange() &&
		cLineBlockTracer::LineOfSightTrace(*GetWorld(), MyHeadPosition, TargetPosition, cLineBlockTracer::losAirWaterLava) &&
		(GetHealth() > 0.0)
	)
	{
		// 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);
	}
}
示例#4
0
void cAggressiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);

	m_SeePlayerInterval += a_Dt;

	if (m_SeePlayerInterval > 1)
	{
		int rem = m_World->GetTickRandomNumber(3) + 1;  // Check most of the time but miss occasionally

		m_SeePlayerInterval = 0.0;
		if (rem >= 2)
		{
			if (m_EMState == CHASING)
			{
				CheckEventLostPlayer();
			}
			else
			{
				CheckEventSeePlayer();
			}
		}
	}
}