示例#1
0
文件: Monster.cpp 项目: 4264/cuberite
void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);
	GET_AND_VERIFY_CURRENT_CHUNK(Chunk, POSX_TOINT, POSZ_TOINT);

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

	if (m_TicksSinceLastDamaged < 100)
	{
		++m_TicksSinceLastDamaged;
	}
	if ((m_Target != nullptr) && m_Target->IsDestroyed())
	{
		m_Target = nullptr;
	}

	// Process the undead burning in daylight.
	HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
	if (TickPathFinding(*Chunk))
	{
		/* If I burn in daylight, and I won't burn where I'm standing, and I'll burn in my next position, and at least one of those is true:
		1. I am idle
		2. I was not hurt by a player recently.
		Then STOP. */
		if (
			m_BurnsInDaylight && ((m_TicksSinceLastDamaged >= 100) || (m_EMState == IDLE)) &&
			WouldBurnAt(m_NextWayPointPosition, *Chunk) &&
			!WouldBurnAt(GetPosition(), *Chunk)
		)
		{
			// If we burn in daylight, and we would burn at the next step, and we won't burn where we are right now, and we weren't provoked recently:
			StopMovingToPosition();
			m_GiveUpCounter = 40;  // This doesn't count as giving up, keep the giveup timer as is.
		}
		else
		{
			MoveToWayPoint(*Chunk);
		}
	}

	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();
}
示例#2
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();
}
示例#3
0
void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);
	if (!IsTicking())
	{
		// The base class tick destroyed us
		return;
	}
	GET_AND_VERIFY_CURRENT_CHUNK(Chunk, POSX_TOINT, POSZ_TOINT);

	ASSERT((GetTarget() == nullptr) || (GetTarget()->IsPawn() && (GetTarget()->GetWorld() == GetWorld())));
	if (m_AttackCoolDownTicksLeft > 0)
	{
		m_AttackCoolDownTicksLeft -= 1;
	}

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

	if (m_TicksSinceLastDamaged < 100)
	{
		++m_TicksSinceLastDamaged;
	}
	if ((GetTarget() != nullptr))
	{
		ASSERT(GetTarget()->IsTicking());

		if (GetTarget()->IsPlayer())
		{
			if (static_cast<cPlayer *>(GetTarget())->IsGameModeCreative())
			{
				SetTarget(nullptr);
				m_EMState = IDLE;
			}
		}
	}

	// Process the undead burning in daylight.
	HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));

	bool a_IsFollowingPath = false;
	if (m_PathfinderActivated)
	{
		if (ReachedFinalDestination())
		{
			StopMovingToPosition();  // Simply sets m_PathfinderActivated to false.
		}
		else
		{
			// Note that m_NextWayPointPosition is actually returned by GetNextWayPoint)
			switch (m_PathFinder.GetNextWayPoint(*Chunk, GetPosition(), &m_FinalDestination, &m_NextWayPointPosition, m_EMState == IDLE ? true : false))
			{
				case ePathFinderStatus::PATH_FOUND:
				{
					/* If I burn in daylight, and I won't burn where I'm standing, and I'll burn in my next position, and at least one of those is true:
					1. I am idle
					2. I was not hurt by a player recently.
					Then STOP. */
					if (
						m_BurnsInDaylight && ((m_TicksSinceLastDamaged >= 100) || (m_EMState == IDLE)) &&
						WouldBurnAt(m_NextWayPointPosition, *Chunk) &&
						!WouldBurnAt(GetPosition(), *Chunk)
					)
					{
						// If we burn in daylight, and we would burn at the next step, and we won't burn where we are right now, and we weren't provoked recently:
						StopMovingToPosition();
					}
					else
					{
						a_IsFollowingPath = true;  // Used for proper body / head orientation only.
						MoveToWayPoint(*Chunk);
					}
					break;
				}
				case ePathFinderStatus::PATH_NOT_FOUND:
				{
					StopMovingToPosition();
					break;
				}
				default:
				{

				}
			}
		}
	}

	SetPitchAndYawFromDestination(a_IsFollowingPath);

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

	BroadcastMovementUpdate();

	if (m_AgingTimer > 0)
	{
		m_AgingTimer--;
		if ((m_AgingTimer <= 0) && IsBaby())
		{
			SetAge(1);
			m_World->BroadcastEntityMetadata(*this);
		}
	}
}
示例#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();
}