示例#1
0
void cMonster::SetPitchAndYawFromDestination()
{
	Vector3d FinalDestination = m_FinalDestination;
	if (m_Target != NULL)
	{
		if (m_Target->IsPlayer())
		{
			FinalDestination.y = ((cPlayer *)m_Target)->GetStance();
		}
		else
		{
			FinalDestination.y = GetHeight();
		}
	}

	Vector3d Distance = FinalDestination - GetPosition();
	if (Distance.SqrLength() > 0.1f)
	{
		{
			double Rotation, Pitch;
			Distance.Normalize();
			VectorToEuler(Distance.x, Distance.y, Distance.z, Rotation, Pitch);
			SetHeadYaw(Rotation);
			SetPitch(-Pitch);
		}

		{
			Vector3d BodyDistance = m_Destination - GetPosition();
			double Rotation, Pitch;
			Distance.Normalize();
			VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch);
			SetYaw(Rotation);
		}
	}
}
示例#2
0
void cMonster::SetPitchAndYawFromDestination(bool a_IsFollowingPath)
{
	Vector3d BodyDistance;
	if (!a_IsFollowingPath && (GetTarget() != nullptr))
	{
		BodyDistance = GetTarget()->GetPosition() - GetPosition();
	}
	else
	{
		BodyDistance = m_NextWayPointPosition - GetPosition();
	}
	double BodyRotation, BodyPitch;
	BodyDistance.Normalize();
	VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch);
	SetYaw(BodyRotation);

	Vector3d HeadDistance;
	if (GetTarget() != nullptr)
	{
		if (GetTarget()->IsPlayer())  // Look at a player
		{
			HeadDistance = GetTarget()->GetPosition() - GetPosition();
		}
		else  // Look at some other entity
		{
			HeadDistance = GetTarget()->GetPosition() - GetPosition();
			// HeadDistance.y = GetTarget()->GetPosY() + GetHeight();
		}
	}
	else  // Look straight
	{
		HeadDistance = BodyDistance;
		HeadDistance.y = 0;
	}

	double HeadRotation, HeadPitch;
	HeadDistance.Normalize();
	VectorToEuler(HeadDistance.x, HeadDistance.y, HeadDistance.z, HeadRotation, HeadPitch);
	if ((std::abs(BodyRotation - HeadRotation) < 70) && (std::abs(HeadPitch) < 60))
	{
		SetHeadYaw(HeadRotation);
		SetPitch(-HeadPitch);
	}
	else
	{
		SetHeadYaw(BodyRotation);
		SetPitch(0);
	}
}
示例#3
0
文件: Monster.cpp 项目: 4264/cuberite
void cMonster::SetPitchAndYawFromDestination()
{
	Vector3d FinalDestination = m_FinalDestination;
	if (m_Target != nullptr)
	{
		if (m_Target->IsPlayer())
		{
			FinalDestination.y = static_cast<cPlayer *>(m_Target)->GetStance() - 1;
		}
		else
		{
			FinalDestination.y = m_Target->GetPosY() + GetHeight();
		}
	}


	Vector3d BodyDistance;
	if (!m_IsFollowingPath && (m_Target != nullptr))
	{
		BodyDistance = m_Target->GetPosition() - GetPosition();
	}
	else
	{
		BodyDistance = m_NextWayPointPosition - GetPosition();
	}
	double BodyRotation, BodyPitch;
	BodyDistance.Normalize();
	VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch);
	SetYaw(BodyRotation);

	Vector3d Distance = FinalDestination - GetPosition();
	{
		double HeadRotation, HeadPitch;
		Distance.Normalize();
		VectorToEuler(Distance.x, Distance.y, Distance.z, HeadRotation, HeadPitch);
		if (std::abs(BodyRotation - HeadRotation) < 90)
		{
			SetHeadYaw(HeadRotation);
			SetPitch(-HeadPitch);
		}
		else  // We're not an owl. If it's more than 120, don't look behind and instead look at where you're walking.
		{
			SetHeadYaw(BodyRotation);
			SetPitch(-BodyPitch);
		}
	}
}
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;
	}

	// Burning in daylight
	HandleDaylightBurning(a_Chunk);
	
	HandlePhysics(a_Dt,a_Chunk);
	BroadcastMovementUpdate();

	a_Dt /= 1000;

	if (m_bMovingToDestination)
	{
		Vector3f Pos( GetPosition() );
		Vector3f Distance = m_Destination - Pos;
		if( !ReachedDestination() )
		{
			Distance.y = 0;
			Distance.Normalize();
			Distance *= 3;
			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
		{
			m_bMovingToDestination = false;
		}

		if( GetSpeed().SqrLength() > 0.f )
		{
			if( m_bOnGround )
			{
				Vector3f NormSpeed = Vector3f(GetSpeed()).NormalizeCopy();
				Vector3f NextBlock = Vector3f( GetPosition() ) + NormSpeed;
				int NextHeight;
				if (!m_World->TryGetHeight((int)NextBlock.x, (int)NextBlock.z, NextHeight))
				{
					// The chunk at NextBlock is not loaded
					return;
				}
				if( NextHeight > (GetPosY() - 1.0) && (NextHeight - GetPosY()) < 2.5 )
				{
					m_bOnGround = false;
					SetSpeedY(5.f); // Jump!!
				}
			}
		}
	}

	Vector3d Distance = m_Destination - GetPosition();
	if (Distance.SqrLength() > 0.1f)
	{
		double Rotation, Pitch;
		Distance.Normalize();
		VectorToEuler( Distance.x, Distance.y, Distance.z, Rotation, Pitch );
		SetHeadYaw (Rotation);
		SetRotation( Rotation );
		SetPitch( -Pitch );
	}

	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)
}