#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "AggressiveMonster.h"
#include "../World.h"
#include "../Entities/Player.h"
#include "../Tracer.h"
cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height)
{
m_EMPersonality = AGGRESSIVE;
}
// What to do if in Chasing State
void cAggressiveMonster::InStateChasing(std::chrono::milliseconds a_Dt)
{
super::InStateChasing(a_Dt);
if (m_Target != nullptr)
{
if (m_Target->IsPlayer())
{
if (static_cast<cPlayer *>(m_Target)->IsGameModeCreative())
{
m_EMState = IDLE;
return;
}
}
MoveToPosition(m_Target->GetPosition());
}
}
void cAggressiveMonster::EventSeePlayer(cEntity * a_Entity)
{
if (!static_cast<cPlayer *>(a_Entity)->IsGameModeCreative())
{
super::EventSeePlayer(a_Entity);
m_EMState = CHASING;
}
}
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);
}
}
void cAggressiveMonster::Attack(std::chrono::milliseconds a_Dt)
{
m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
if ((m_Target == nullptr) || (m_AttackInterval < 3.0))
{
return;
}
// Setting this higher gives us more wiggle room for attackrate
m_AttackInterval = 0.0;
m_Target->TakeDamage(dtMobAttack, this, m_AttackDamage, 0);
}