#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "IncludeAllMonsters.h"
#include "LineBlockTracer.h"
#include "../BlockInfo.h"
#include "../Root.h"
#include "../Server.h"
#include "../ClientHandle.h"
#include "../Items/ItemHandler.h"
#include "../World.h"
#include "../EffectID.h"
#include "../Entities/Player.h"
#include "../Entities/ExpOrb.h"
#include "../MonsterConfig.h"
#include "../BoundingBox.h"
#include "Items/ItemSpawnEgg.h"
#include "../Chunk.h"
#include "../FastRandom.h"
#include "PathFinder.h"
#include "../Entities/LeashKnot.h"
/** Map for eType <-> string
Needs to be alpha-sorted by the strings, because binary search is used in StringToMobType()
The strings need to be lowercase (for more efficient comparisons in StringToMobType())
m_VanillaName is the name that vanilla use for this mob.
*/
static const struct
{
eMonsterType m_Type;
const char * m_lcName;
const char * m_VanillaName;
const char * m_VanillaNameNBT;
} g_MobTypeNames[] =
{
{mtBat, "bat", "Bat", "bat"},
{mtBlaze, "blaze", "Blaze", "blaze"},
{mtCaveSpider, "cavespider", "CaveSpider", "cave_spider"},
{mtChicken, "chicken", "Chicken", "chicken"},
{mtCow, "cow", "Cow", "cow"},
{mtCreeper, "creeper", "Creeper", "creeper"},
{mtEnderman, "enderman", "Enderman", "enderman"},
{mtEnderDragon, "enderdragon", "EnderDragon", "ender_dragon"},
{mtGhast, "ghast", "Ghast", "ghast"},
{mtGiant, "giant", "Giant", "giant"},
{mtGuardian, "guardian", "Guardian", "guardian"},
{mtHorse, "horse", "EntityHorse", "horse"},
{mtIronGolem, "irongolem", "VillagerGolem", "iron_golem"},
{mtMagmaCube, "magmacube", "LavaSlime", "magma_cube"},
{mtMooshroom, "mooshroom", "MushroomCow", "mooshroom"},
{mtOcelot, "ocelot", "Ozelot", "ocelot"},
{mtPig, "pig", "Pig", "pig"},
{mtRabbit, "rabbit", "Rabbit", "rabbit"},
{mtSheep, "sheep", "Sheep", "sheep"},
{mtSilverfish, "silverfish", "Silverfish", "silverfish"},
{mtSkeleton, "skeleton", "Skeleton", "skeleton"},
{mtSlime, "slime", "Slime", "slime"},
{mtSnowGolem, "snowgolem", "SnowMan", "snow_golem"},
{mtSpider, "spider", "Spider", "spider"},
{mtSquid, "squid", "Squid", "squid"},
{mtVillager, "villager", "Villager", "villager"},
{mtWitch, "witch", "Witch", "witch"},
{mtWither, "wither", "WitherBoss", "wither"},
{mtWitherSkeleton, "witherskeleton", "WitherSkeleton", "wither_skeleton"},
{mtWolf, "wolf", "Wolf", "wolf"},
{mtZombie, "zombie", "Zombie", "zombie"},
{mtZombiePigman, "zombiepigman", "PigZombie", "zombie_pigman"},
{mtZombieVillager, "zombievillager", "ZombieVillager", "zombie_villager"},
} ;
////////////////////////////////////////////////////////////////////////////////
// cMonster:
cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, const AString & a_SoundAmbient, float a_Width, float a_Height)
: Super(etMonster, a_Width, a_Height)
, m_EMState(IDLE)
, m_EMPersonality(AGGRESSIVE)
, m_PathFinder(a_Width, a_Height)
, m_PathfinderActivated(false)
, m_JumpCoolDown(0)
, m_IdleInterval(0)
, m_DestroyTimer(0)
, m_MobType(a_MobType)
, m_CustomName("")
, m_CustomNameAlwaysVisible(false)
, m_SoundHurt(a_SoundHurt)
, m_SoundDeath(a_SoundDeath)
, m_SoundAmbient(a_SoundAmbient)
, m_AttackRate(3)
, m_AttackDamage(1)
, m_AttackRange(1)
, m_AttackCoolDownTicksLeft(0)
, m_SightDistance(25)
, m_DropChanceWeapon(0.085f)
, m_DropChanceHelmet(0.085f)
, m_DropChanceChestplate(0.085f)
, m_DropChanceLeggings(0.085f)
, m_DropChanceBoots(0.085f)
, m_CanPickUpLoot(true)
, m_TicksSinceLastDamaged(100)
, m_BurnsInDaylight(false)
, m_RelativeWalkSpeed(1)
, m_Age(1)
, m_AgingTimer(TPS * 60 * 20) // about 20 minutes
, m_WasLastTargetAPlayer(false)
, m_LeashedTo(nullptr)
, m_LeashToPos(nullptr)
, m_IsLeashActionJustDone(false)
, m_CanBeLeashed(GetMobFamily() == eFamily::mfPassive)
, m_LovePartner(nullptr)
, m_LoveTimer(0)
, m_LoveCooldown(0)
, m_MatingTimer(0)
, m_Target(nullptr)
{
if (!a_ConfigName.empty())
{
GetMonsterConfig(a_ConfigName);
}
// Prevent mobs spawning at the same time from making sounds simultaneously
m_AmbientSoundTimer = GetRandomProvider().RandInt(0, 100);
}
void cMonster::OnRemoveFromWorld(cWorld & a_World)
{
SetTarget(nullptr); // Tell them we're no longer targeting them.
if (m_LovePartner != nullptr)
{
m_LovePartner->ResetLoveMode();
}
if (IsLeashed())
{
cEntity * LeashedTo = GetLeashedTo();
Unleash(false, true);
// Remove leash knot if there are no more mobs leashed to
if (!LeashedTo->HasAnyMobLeashed() && LeashedTo->IsLeashKnot())
{
LeashedTo->Destroy();
}
}
Super::OnRemoveFromWorld(a_World);
}
void cMonster::SpawnOn(cClientHandle & a_Client)
{
a_Client.SendSpawnMob(*this);
if (IsLeashed())
{
a_Client.SendLeashEntity(*this, *this->GetLeashedTo());
}
}
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() <= 0.5)) || // If walking on the ground, we need to slow down first, otherwise we miss the jump
IsInWater()
)
{
m_bOnGround = false;
m_JumpCoolDown = 20;
AddPosY(1.6); // Jump!!
SetSpeedY(1);
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
}
}
}
else
{
--m_JumpCoolDown;
}
Vector3d Distance = m_NextWayPointPosition - GetPosition();
if ((std::abs(Distance.x) > 0.05) || (std::abs(Distance.z) > 0.05))
{
Distance.y = 0;
Distance.Normalize();
if (m_bOnGround)
{
Distance *= 2.5f;
}
else if (IsInWater())
{
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);
}
}
void cMonster::MoveToPosition(const Vector3d & a_Position)
{
m_FinalDestination = a_Position;
m_PathfinderActivated = true;
}
void cMonster::StopMovingToPosition()
{
m_PathfinderActivated = false;
}
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();
}
return;
}
if (m_TicksSinceLastDamaged < 100)
{
++m_TicksSinceLastDamaged;
}
// Process the undead burning in daylight.
HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
bool a_IsFollowingPath = false;
if (m_PathfinderActivated && (GetMobType() != mtGhast)) // Pathfinder is currently disabled for ghasts, which have their own flying mechanism
{
if (ReachedFinalDestination() || (m_LeashToPos != nullptr))
{
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))
{
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)
// Leash calculations
CalcLeashActions(a_Dt);
BroadcastMovementUpdate();
// Ambient mob sounds
if (!m_SoundAmbient.empty() && (--m_AmbientSoundTimer <= 0))
{
auto & Random = GetRandomProvider();
auto ShouldPlaySound = Random.RandBool();
if (ShouldPlaySound)
{
auto SoundPitchMultiplier = 1.0f + (Random.RandReal(1.0f) - Random.RandReal(1.0f)) * 0.2f;
m_World->BroadcastSoundEffect(m_SoundAmbient, GetPosition(), 1.0f, SoundPitchMultiplier * 1.0f);
}
m_AmbientSoundTimer = 100;
}
if (m_AgingTimer > 0)
{
m_AgingTimer--;
if ((m_AgingTimer <= 0) && IsBaby())
{
SetAge(1);
m_World->BroadcastEntityMetadata(*this);
}
}
}
void cMonster::CalcLeashActions(std::chrono::milliseconds a_Dt)
{
// This mob just spotted in the world and [m_LeashToPos not null] shows that should be leashed to a leash knot at m_LeashToPos.
// This keeps trying until knot is found. Leash knot may be in a different chunk that needn't or can't be loaded yet.
if (!IsLeashed() && (m_LeashToPos != nullptr))
{
auto LeashKnot = cLeashKnot::FindKnotAtPos(*m_World, { FloorC(m_LeashToPos->x), FloorC(m_LeashToPos->y), FloorC(m_LeashToPos->z) });
if (LeashKnot != nullptr)
{
LeashTo(*LeashKnot);
SetLeashToPos(nullptr);
}
}
if (!IsLeashed())
{
return;
}
static const double CloseFollowDistance = 1.8; // The closest the mob will path towards the leashed to entity
static const double LeashNaturalLength = 5.0; // The closest the mob is actively pulled towards the entity
static const double LeashMaximumLength = 10.0; // Length where the leash breaks
static const double LeashSpringConstant = 20.0; // How stiff the leash is
const auto LeashedToPos = m_LeashedTo->GetPosition();
const auto Displacement = LeashedToPos - GetPosition();
const auto Distance = Displacement.Length();
const auto Direction = Displacement.NormalizeCopy();
// If the leash is over-extended, break the leash:
if (Distance > LeashMaximumLength)
{
LOGD("Leash broken (distance)");
Unleash(false);
return;
}
// If the mob isn't following close enough, pull the mob towards the leashed to entity:
if (Distance > LeashNaturalLength)
{
// Accelerate monster towards the leashed to entity:
const auto Extension = Distance - LeashNaturalLength;
auto Acceleration = Direction * (Extension * LeashSpringConstant);
// Stop mobs from floating up when on the ground
if (IsOnGround() && (Acceleration.y < std::abs(GetGravity())))
{
Acceleration.y = 0.0;
}
// Apply the acceleration
using namespace std::chrono;
AddSpeed(Acceleration * duration_cast<duration<double>>(a_Dt).count());
}
// Passively follow the leashed to entity:
if (Distance > CloseFollowDistance)
{
const Vector3d TargetBlock((LeashedToPos - Direction * CloseFollowDistance).Floor());
// Move to centre of target block face
MoveToPosition(TargetBlock + Vector3d{ 0.5, 0.0, 0.5 });
}
}
void cMonster::SetPitchAndYawFromDestination(bool a_IsFollowingPath)
{
Vector3d BodyDistance;
if (!a_IsFollowingPath)
{
if (GetTarget() == nullptr)
{
// Avoid dirtying head position when nothing will change
// Thus avoids creating unnecessary network traffic
return;
}
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);
}
}
void cMonster::HandleFalling()
{
m_bTouchGround = IsOnGround();
Super::HandleFalling();
}
int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ)
{
auto Position = GetPosition().Floor();
Position.y = Clamp(Position.y, 0, cChunkDef::Height);
if (!cBlockInfo::IsSolid(m_World->GetBlock(Position)))
{
while (!cBlockInfo::IsSolid(m_World->GetBlock(Position)) && (Position.y > 0))
{
Position.y--;
}
return Position.y + 1;
}
else
{
while ((Position.y < cChunkDef::Height) && cBlockInfo::IsSolid(m_World->GetBlock(Position)))
{
Position.y++;
}
return Position.y;
}
}
bool cMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
{
if (!Super::DoTakeDamage(a_TDI))
{
return false;
}
if (!m_SoundHurt.empty() && (m_Health > 0))
{
m_World->BroadcastSoundEffect(m_SoundHurt, GetPosition(), 1.0f, 0.8f);
}
if ((a_TDI.Attacker != nullptr) && a_TDI.Attacker->IsPawn())
{
if (
(!a_TDI.Attacker->IsPlayer()) ||
(static_cast<cPlayer *>(a_TDI.Attacker)->CanMobsTarget())
)
{
SetTarget(static_cast<cPawn*>(a_TDI.Attacker));
}
m_TicksSinceLastDamaged = 0;
}
return true;
}
void cMonster::KilledBy(TakeDamageInfo & a_TDI)
{
Super::KilledBy(a_TDI);
if (m_SoundHurt != "")
{
m_World->BroadcastSoundEffect(m_SoundDeath, GetPosition(), 1.0f, 0.8f);
}
int Reward;
switch (m_MobType)
{
// Animals
case mtChicken:
case mtCow:
case mtHorse:
case mtPig:
case mtRabbit:
case mtSheep:
case mtSquid:
case mtMooshroom:
case mtOcelot:
case mtWolf:
{
Reward = GetRandomProvider().RandInt(1, 3);
break;
}
// Monsters
case mtCaveSpider:
case mtCreeper:
case mtEnderman:
case mtGhast:
case mtGuardian:
case mtSilverfish:
case mtSkeleton:
case mtSpider:
case mtWitch:
case mtWitherSkeleton:
case mtZombie:
case mtZombiePigman:
case mtZombieVillager:
case mtSlime:
case mtMagmaCube:
{
Reward = GetRandomProvider().RandInt(6, 8);
break;
}
case mtBlaze:
{
Reward = 10;
break;
}
// Bosses
case mtEnderDragon:
{
Reward = 12000;
break;
}
case mtWither:
{
Reward = 50;
break;
}
default:
{
Reward = 0;
break;
}
}
if ((a_TDI.Attacker != nullptr) && (!IsBaby()))
{
m_World->SpawnSplitExperienceOrbs(GetPosX(), GetPosY(), GetPosZ(), Reward);
}
m_DestroyTimer = std::chrono::milliseconds(0);
}
void cMonster::OnRightClicked(cPlayer & a_Player)
{
Super::OnRightClicked(a_Player);
const cItem & EquippedItem = a_Player.GetEquippedItem();
if ((EquippedItem.m_ItemType == E_ITEM_NAME_TAG) && !EquippedItem.m_CustomName.empty())
{
SetCustomName(EquippedItem.m_CustomName);
if (!a_Player.IsGameModeCreative())
{
a_Player.GetInventory().RemoveOneEquippedItem();
}
}
// Using leashes
m_IsLeashActionJustDone = false;
if (IsLeashed() && (GetLeashedTo() == &a_Player)) // a player can only unleash a mob leashed to him
{
Unleash(!a_Player.IsGameModeCreative());
}
else if (IsLeashed())
{
// Mob is already leashed but client anticipates the server action and draws a leash link, so we need to send current leash to cancel it
m_World->BroadcastLeashEntity(*this, *this->GetLeashedTo());
}
else if (CanBeLeashed() && (EquippedItem.m_ItemType == E_ITEM_LEASH))
{
if (!a_Player.IsGameModeCreative())
{
a_Player.GetInventory().RemoveOneEquippedItem();
}
LeashTo(a_Player);
}
}
// Checks to see if EventSeePlayer should be fired
// monster sez: Do I see the player
void cMonster::CheckEventSeePlayer(cChunk & a_Chunk)
{
if (GetTarget() != nullptr)
{
return;
}
cPlayer * TargetPlayer = nullptr;
double ClosestDistance = m_SightDistance * m_SightDistance;
const auto MyHeadPosition = GetPosition().addedY(GetHeight());
// Enumerate all players within sight:
m_World->ForEachPlayer([this, &TargetPlayer, &ClosestDistance, MyHeadPosition](cPlayer & a_Player)
{
if (!a_Player.CanMobsTarget())
{
return false;
}
const auto TargetHeadPosition = a_Player.GetPosition().addedY(a_Player.GetHeight());
const auto TargetDistance = (TargetHeadPosition - MyHeadPosition).SqrLength();
// TODO: Currently all mobs see through lava, but only Nether-native mobs should be able to.
if (
(TargetDistance < ClosestDistance) &&
cLineBlockTracer::LineOfSightTrace(*GetWorld(), MyHeadPosition, TargetHeadPosition, cLineBlockTracer::losAirWaterLava)
)
{
TargetPlayer = &a_Player;
ClosestDistance = TargetDistance;
}
return false;
});
// Target him if suitable player found:
if (TargetPlayer != nullptr)
{
EventSeePlayer(TargetPlayer, a_Chunk);
}
}
void cMonster::CheckEventLostPlayer(const std::chrono::milliseconds a_Dt)
{
const auto Target = GetTarget();
if (Target == nullptr)
{
return;
}
// Check if the player died, is in creative mode, etc:
if (Target->IsPlayer() && !static_cast<cPlayer *>(Target)->CanMobsTarget())
{
EventLosePlayer();
return;
}
// Check if the target is too far away:
if (!Target->GetBoundingBox().DoesIntersect({ GetPosition(), m_SightDistance * 2.0 }))
{
EventLosePlayer();
return;
}
const auto MyHeadPosition = GetPosition().addedY(GetHeight());
const auto TargetHeadPosition = Target->GetPosition().addedY(Target->GetHeight());
if (!cLineBlockTracer::LineOfSightTrace(*GetWorld(), MyHeadPosition, TargetHeadPosition, cLineBlockTracer::losAirWaterLava))
{
if ((m_LoseSightAbandonTargetTimer += a_Dt) > std::chrono::seconds(4))
{
EventLosePlayer();
}
}
else
{
// Subtract the amount of time we "handled" instead of setting to zero, so we don't ignore a large a_Dt of say, 8s:
m_LoseSightAbandonTargetTimer -= std::min(std::chrono::milliseconds(4000), m_LoseSightAbandonTargetTimer);
}
}
// What to do if player is seen
// default to change state to chasing
void cMonster::EventSeePlayer(cPlayer * a_SeenPlayer, cChunk & a_Chunk)
{
UNUSED(a_Chunk);
SetTarget(a_SeenPlayer);
}
void cMonster::EventLosePlayer(void)
{
SetTarget(nullptr);
m_EMState = IDLE;
m_LoseSightAbandonTargetTimer = std::chrono::seconds::zero();
}
void cMonster::InStateIdle(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
if (m_PathfinderActivated)
{
return; // Still getting there
}
m_IdleInterval += a_Dt;
if (m_IdleInterval > std::chrono::seconds(1))
{
auto & Random = GetRandomProvider();
// At this interval the results are predictable
int rem = Random.RandInt(1, 7);
m_IdleInterval -= std::chrono::seconds(1); // So nothing gets dropped when the server hangs for a few seconds
Vector3d Dist;
Dist.x = static_cast<double>(Random.RandInt(-5, 5));
Dist.z = static_cast<double>(Random.RandInt(-5, 5));
if ((Dist.SqrLength() > 2) && (rem >= 3))
{
Vector3d Destination(GetPosX() + Dist.x, GetPosition().y, GetPosZ() + Dist.z);
cChunk * Chunk = a_Chunk.GetNeighborChunk(static_cast<int>(Destination.x), static_cast<int>(Destination.z));
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return;
}
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
int RelX = static_cast<int>(Destination.x) - Chunk->GetPosX() * cChunkDef::Width;
int RelZ = static_cast<int>(Destination.z) - Chunk->GetPosZ() * cChunkDef::Width;
int YBelowUs = static_cast<int>(Destination.y) - 1;
if (YBelowUs >= 0)
{
Chunk->GetBlockTypeMeta(RelX, YBelowUs, RelZ, BlockType, BlockMeta);
if (BlockType != E_BLOCK_STATIONARY_WATER) // Idle mobs shouldn't enter water on purpose
{
MoveToPosition(Destination);
}
}
}
}
}
// What to do if in Chasing State
// This state should always be defined in each child class
void cMonster::InStateChasing(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
UNUSED(a_Dt);
}
// What to do if in Escaping State
void cMonster::InStateEscaping(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
UNUSED(a_Dt);
if (GetTarget() != nullptr)
{
Vector3d newloc = GetPosition();
newloc.x = (GetTarget()->GetPosition().x < newloc.x)? (newloc.x + m_SightDistance): (newloc.x - m_SightDistance);
newloc.z = (GetTarget()->GetPosition().z < newloc.z)? (newloc.z + m_SightDistance): (newloc.z - m_SightDistance);
MoveToPosition(newloc);
}
else
{
m_EMState = IDLE; // This shouldnt be required but just to be safe
}
}
void cMonster::ResetAttackCooldown()
{
m_AttackCoolDownTicksLeft = static_cast<int>(TPS * m_AttackRate); // A second has 20 ticks, an attack rate of 1 means 1 hit every second
}
void cMonster::SetCustomName(const AString & a_CustomName)
{
m_CustomName = a_CustomName;
// The maximal length is 64
if (a_CustomName.length() > 64)
{
m_CustomName = a_CustomName.substr(0, 64);
}
if (m_World != nullptr)
{
m_World->BroadcastEntityMetadata(*this);
}
}
void cMonster::SetCustomNameAlwaysVisible(bool a_CustomNameAlwaysVisible)
{
m_CustomNameAlwaysVisible = a_CustomNameAlwaysVisible;
if (m_World != nullptr)
{
m_World->BroadcastEntityMetadata(*this);
}
}
void cMonster::GetMonsterConfig(const AString & a_Name)
{
cRoot::Get()->GetMonsterConfig()->AssignAttributes(this, a_Name);
}
bool cMonster::IsUndead(void)
{
return false;
}
AString cMonster::MobTypeToString(eMonsterType a_MobType)
{
// Mob types aren't sorted, so we need to search linearly:
for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
{
if (g_MobTypeNames[i].m_Type == a_MobType)
{
return g_MobTypeNames[i].m_lcName;
}
}
// Not found:
return "";
}
AString cMonster::MobTypeToVanillaName(eMonsterType a_MobType)
{
// Mob types aren't sorted, so we need to search linearly:
for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
{
if (g_MobTypeNames[i].m_Type == a_MobType)
{
return g_MobTypeNames[i].m_VanillaName;
}
}
// Not found:
return "";
}
AString cMonster::MobTypeToVanillaNBT(eMonsterType a_MobType)
{
// Mob types aren't sorted, so we need to search linearly:
for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
{
if (g_MobTypeNames[i].m_Type == a_MobType)
{
return g_MobTypeNames[i].m_VanillaNameNBT;
}
}
// Not found:
return "";
}
eMonsterType cMonster::StringToMobType(const AString & a_Name)
{
AString lcName = StrToLower(a_Name);
// Search Cuberite name:
for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
{
if (strcmp(g_MobTypeNames[i].m_lcName, lcName.c_str()) == 0)
{
return g_MobTypeNames[i].m_Type;
}
}
// Not found. Search Vanilla name:
for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
{
if (strcmp(StrToLower(g_MobTypeNames[i].m_VanillaName).c_str(), lcName.c_str()) == 0)
{
return g_MobTypeNames[i].m_Type;
}
}
// Search in NBT name
for (size_t i = 0; i < ARRAYCOUNT(g_MobTypeNames); i++)
{
if (strcmp(StrToLower(g_MobTypeNames[i].m_VanillaNameNBT).c_str(), lcName.c_str()) == 0)
{
return g_MobTypeNames[i].m_Type;
}
}
// Not found:
return mtInvalidType;
}
cMonster::eFamily cMonster::FamilyFromType(eMonsterType a_Type)
{
// Passive-agressive mobs are counted in mob spawning code as passive
switch (a_Type)
{
case mtBat: return mfAmbient;
case mtBlaze: return mfHostile;
case mtCat: return mfPassive;
case mtCaveSpider: return mfHostile;
case mtChicken: return mfPassive;
case mtCod: return mfWater;
case mtCow: return mfPassive;
case mtCreeper: return mfHostile;
case mtDolphin: return mfWater;
case mtDonkey: return mfPassive;
case mtDrowned: return mfHostile;
case mtElderGuardian: return mfHostile;
case mtEnderDragon: return mfNoSpawn;
case mtEnderman: return mfHostile;
case mtEndermite: return mfHostile;
case mtEvoker: return mfHostile;
case mtFox: return mfPassive;
case mtGhast: return mfHostile;
case mtGiant: return mfNoSpawn;
case mtGuardian: return mfWater; // Just because they have special spawning conditions. TODO: If Watertemples have been added, this needs to be edited!
case mtHoglin: return mfHostile;
case mtHorse: return mfPassive;
case mtHusk: return mfHostile;
case mtIllusioner: return mfHostile;
case mtIronGolem: return mfPassive;
case mtLlama: return mfPassive;
case mtMagmaCube: return mfHostile;
case mtMooshroom: return mfPassive;
case mtMule: return mfPassive;
case mtOcelot: return mfPassive;
case mtPanda: return mfPassive;
case mtParrot: return mfPassive;
case mtPhantom: return mfHostile;
case mtPig: return mfPassive;
case mtPiglin: return mfHostile;
case mtPiglinBrute: return mfHostile;
case mtPillager: return mfHostile;
case mtPolarBear: return mfPassive;
case mtPufferfish: return mfWater;
case mtRabbit: return mfPassive;
case mtRavager: return mfHostile;
case mtSalmon: return mfWater;
case mtSheep: return mfPassive;
case mtShulker: return mfHostile;
case mtSilverfish: return mfHostile;
case mtSkeleton: return mfHostile;
case mtSkeletonHorse: return mfPassive;
case mtSlime: return mfHostile;
case mtSnowGolem: return mfNoSpawn;
case mtSpider: return mfHostile;
case mtSquid: return mfWater;
case mtStray: return mfHostile;
case mtStrider: return mfHostile;
case mtTraderLlama: return mfPassive;
case mtTropicalFish: return mfWater;
case mtTurtle: return mfWater; // I'm not quite sure
case mtVex: return mfHostile;
case mtVindicator: return mfHostile;
case mtVillager: return mfPassive;
case mtWanderingTrader: return mfPassive;
case mtWitch: return mfHostile;
case mtWither: return mfNoSpawn;
case mtWitherSkeleton: return mfHostile;
case mtWolf: return mfPassive;
case mtZoglin: return mfHostile;
case mtZombie: return mfHostile;
case mtZombieHorse: return mfPassive;
case mtZombiePigman: return mfHostile;
case mtZombieVillager: return mfHostile;
case mtInvalidType: break;
}
UNREACHABLE("Unhandled mob type");
}
cTickTime cMonster::GetSpawnDelay(cMonster::eFamily a_MobFamily)
{
switch (a_MobFamily)
{
case mfHostile: return 40_tick;
case mfPassive: return 40_tick;
case mfAmbient: return 40_tick;
case mfWater: return 400_tick;
case mfNoSpawn: return -1_tick;
}
UNREACHABLE("Unhandled mob family");
}
/** Sets the target. */
void cMonster::SetTarget (cPawn * a_NewTarget)
{
ASSERT((a_NewTarget == nullptr) || (IsTicking()));
if (m_Target == a_NewTarget)
{
return;
}
cPawn * OldTarget = m_Target;
m_Target = a_NewTarget;
if (OldTarget != nullptr)
{
// Notify the old target that we are no longer targeting it.
OldTarget->NoLongerTargetingMe(this);
}
if (a_NewTarget != nullptr)
{
ASSERT(a_NewTarget->IsTicking());
// Notify the new target that we are now targeting it.
m_Target->TargetingMe(this);
m_WasLastTargetAPlayer = m_Target->IsPlayer();
}
}
void cMonster::UnsafeUnsetTarget()
{
m_Target = nullptr;
}
cPawn * cMonster::GetTarget()
{
return m_Target;
}
std::unique_ptr<cMonster> cMonster::NewMonsterFromType(eMonsterType a_MobType)
{
auto & Random = GetRandomProvider();
// Create the mob entity
switch (a_MobType)
{
case mtMagmaCube:
{
return std::make_unique<cMagmaCube>(1 << Random.RandInt(2)); // Size 1, 2 or 4
}
case mtSlime:
{
return std::make_unique<cSlime>(1 << Random.RandInt(2)); // Size 1, 2 or 4
}
case mtVillager: return std::make_unique<cVillager>(cVillager::GetRandomProfession());
case mtHorse:
{
// Horses take a type (species), a colour, and a style (dots, stripes, etc.)
int HorseType = Random.RandInt(7);
int HorseColor = Random.RandInt(6);
int HorseStyle = Random.RandInt(4);
int HorseTameTimes = Random.RandInt(1, 6);
if ((HorseType == 5) || (HorseType == 6) || (HorseType == 7))
{
// Increase chances of normal horse (zero)
HorseType = 0;
}
return std::make_unique<cHorse>(HorseType, HorseColor, HorseStyle, HorseTameTimes);
}
case mtZombieVillager:
{
return std::make_unique<cZombieVillager>(cVillager::GetRandomProfession());
}
case mtBat: return std::make_unique<cBat>();
case mtBlaze: return std::make_unique<cBlaze>();
case mtCaveSpider: return std::make_unique<cCaveSpider>();
case mtChicken: return std::make_unique<cChicken>();
case mtCow: return std::make_unique<cCow>();
case mtCreeper: return std::make_unique<cCreeper>();
case mtEnderDragon: return std::make_unique<cEnderDragon>();
case mtEnderman: return std::make_unique<cEnderman>();
case mtGhast: return std::make_unique<cGhast>();
case mtGiant: return std::make_unique<cGiant>();
case mtGuardian: return std::make_unique<cGuardian>();
case mtIronGolem: return std::make_unique<cIronGolem>();
case mtMooshroom: return std::make_unique<cMooshroom>();
case mtOcelot: return std::make_unique<cOcelot>();
case mtPig: return std::make_unique<cPig>();
case mtRabbit: return std::make_unique<cRabbit>();
case mtSheep: return std::make_unique<cSheep>();
case mtSilverfish: return std::make_unique<cSilverfish>();
case mtSkeleton: return std::make_unique<cSkeleton>();
case mtSnowGolem: return std::make_unique<cSnowGolem>();
case mtSpider: return std::make_unique<cSpider>();
case mtSquid: return std::make_unique<cSquid>();
case mtWitch: return std::make_unique<cWitch>();
case mtWither: return std::make_unique<cWither>();
case mtWitherSkeleton: return std::make_unique<cWitherSkeleton>();
case mtWolf: return std::make_unique<cWolf>();
case mtZombie: return std::make_unique<cZombie>();
case mtZombiePigman: return std::make_unique<cZombiePigman>();
default:
{
ASSERT(!"Unhandled mob type whilst trying to spawn mob!");
return nullptr;
}
}
}
void cMonster::EngageLoveMode(cMonster *a_Partner)
{
m_LovePartner = a_Partner;
m_MatingTimer = 50; // about 3 seconds of mating
}
void cMonster::ResetLoveMode()
{
m_LovePartner = nullptr;
m_LoveTimer = 0;
m_MatingTimer = 0;
m_LoveCooldown = TPS * 60 * 5; // 5 minutes
// when an animal is in love mode, the client only stops sending the hearts if we let them know it's in cooldown, which is done with the "age" metadata
m_World->BroadcastEntityMetadata(*this);
}
void cMonster::LoveTick(void)
{
// if we have a partner, mate
if (m_LovePartner != nullptr)
{
if (m_MatingTimer > 0)
{
// If we should still mate, keep bumping into them until baby is made
Vector3d Pos = m_LovePartner->GetPosition();
MoveToPosition(Pos);
}
else
{
// Mating finished. Spawn baby
Vector3f Pos = (GetPosition() + m_LovePartner->GetPosition()) * 0.5;
UInt32 BabyID = m_World->SpawnMob(Pos.x, Pos.y, Pos.z, GetMobType(), true);
cMonster * Baby = nullptr;
m_World->DoWithEntityByID(BabyID, [&](cEntity & a_Entity)
{
Baby = static_cast<cMonster *>(&a_Entity);
return true;
});
if (Baby != nullptr)
{
Baby->InheritFromParents(this, m_LovePartner);
}
m_World->SpawnExperienceOrb(Pos.x, Pos.y, Pos.z, GetRandomProvider().RandInt(1, 6));
m_World->DoWithPlayerByUUID(m_Feeder, [&] (cPlayer & a_Player)
{
a_Player.GetStatManager().AddValue(Statistic::AnimalsBred);
if (GetMobType() == eMonsterType::mtCow)
{
a_Player.AwardAchievement(Statistic::AchBreedCow);
}
return true;
});
m_LovePartner->ResetLoveMode();
ResetLoveMode();
}
}
else
{
// We have no partner, so we just chase the player if they have our breeding item
cItems FollowedItems;
GetFollowedItems(FollowedItems);
if (FollowedItems.Size() > 0)
{
m_World->DoWithNearestPlayer(GetPosition(), static_cast<float>(m_SightDistance), [&](cPlayer & a_Player) -> bool
{
const cItem & EquippedItem = a_Player.GetEquippedItem();
if (FollowedItems.ContainsType(EquippedItem))
{
Vector3d PlayerPos = a_Player.GetPosition();
MoveToPosition(PlayerPos);
}
return true;
});
}
}
// If we are in love mode but we have no partner, search for a partner neabry
if (m_LoveTimer > 0)
{
if (m_LovePartner == nullptr)
{
m_World->ForEachEntityInBox(cBoundingBox(GetPosition(), 8, 8), [=](cEntity & a_Entity)
{
// If the entity is not a monster, don't breed with it
// Also, do not self-breed
if ((a_Entity.GetEntityType() != etMonster) || (&a_Entity == this))
{
return false;
}
auto & Me = static_cast<cMonster &>(*this);
auto & PotentialPartner = static_cast<cMonster &>(a_Entity);
// If the potential partner is not of the same species, don't breed with it
if (PotentialPartner.GetMobType() != Me.GetMobType())
{
return false;
}
// If the potential partner is not in love
// Or they already have a mate, do not breed with them
if ((!PotentialPartner.IsInLove()) || (PotentialPartner.GetPartner() != nullptr))
{
return false;
}
// All conditions met, let's breed!
PotentialPartner.EngageLoveMode(&Me);
Me.EngageLoveMode(&PotentialPartner);
return true;
});
}
m_LoveTimer--;
}
if (m_MatingTimer > 0)
{
m_MatingTimer--;
}
if (m_LoveCooldown > 0)
{
m_LoveCooldown--;
}
}
void cMonster::RightClickFeed(cPlayer & a_Player)
{
const cItem & EquippedItem = a_Player.GetEquippedItem();
// If a player holding breeding items right-clicked me, go into love mode
if ((m_LoveCooldown == 0) && !IsInLove() && !IsBaby())
{
cItems Items;
GetBreedingItems(Items);
if (Items.ContainsType(EquippedItem.m_ItemType))
{
if (!a_Player.IsGameModeCreative())
{
a_Player.GetInventory().RemoveOneEquippedItem();
}
m_LoveTimer = TPS * 30; // half a minute
m_World->BroadcastEntityAnimation(*this, EntityAnimation::AnimalFallsInLove);
}
}
// If a player holding my spawn egg right-clicked me, spawn a new baby
if (EquippedItem.m_ItemType == E_ITEM_SPAWN_EGG)
{
eMonsterType MonsterType = cItemSpawnEggHandler::ItemDamageToMonsterType(EquippedItem.m_ItemDamage);
if (
(MonsterType == m_MobType) &&
(m_World->SpawnMob(GetPosX(), GetPosY(), GetPosZ(), m_MobType, true) != cEntity::INVALID_ID) // Spawning succeeded
)
{
if (!a_Player.IsGameModeCreative())
{
// The mob was spawned, "use" the item:
a_Player.GetInventory().RemoveOneEquippedItem();
}
}
}
// Stores feeder UUID for statistic tracking
m_Feeder = a_Player.GetUUID();
}
void cMonster::AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth)
{
auto Count = GetRandomProvider().RandInt<unsigned int>(a_Min, a_Max);
auto MaxStackSize = static_cast<unsigned char>(ItemHandler(a_Item)->GetMaxStackSize());
while (Count > MaxStackSize)
{
a_Drops.emplace_back(a_Item, MaxStackSize, a_ItemHealth);
Count -= MaxStackSize;
}
if (Count > 0)
{
a_Drops.emplace_back(a_Item, Count, a_ItemHealth);
}
}
void cMonster::AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth)
{
if (GetRandomProvider().RandBool(a_Chance / 100.0))
{
a_Drops.emplace_back(a_Item, 1, a_ItemHealth);
}
}
void cMonster::AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, unsigned int a_LootingLevel)
{
auto & r1 = GetRandomProvider();
if (r1.RandBool((5 + a_LootingLevel) / 200.0))
{
size_t Rare = r1.RandInt<size_t>(a_Items.Size() - 1);
a_Drops.push_back(a_Items.at(Rare));
}
}
void cMonster::AddRandomArmorDropItem(cItems & a_Drops, unsigned int a_LootingLevel)
{
auto & r1 = GetRandomProvider();
double LootingBonus = a_LootingLevel / 100.0;
if (r1.RandBool(m_DropChanceHelmet + LootingBonus))
{
if (!GetEquippedHelmet().IsEmpty())
{
a_Drops.push_back(GetEquippedHelmet());
}
}
if (r1.RandBool(m_DropChanceChestplate + LootingBonus))
{
if (!GetEquippedChestplate().IsEmpty())
{
a_Drops.push_back(GetEquippedChestplate());
}
}
if (r1.RandBool(m_DropChanceLeggings + LootingBonus))
{
if (!GetEquippedLeggings().IsEmpty())
{
a_Drops.push_back(GetEquippedLeggings());
}
}
if (r1.RandBool(m_DropChanceBoots + LootingBonus))
{
if (!GetEquippedBoots().IsEmpty())
{
a_Drops.push_back(GetEquippedBoots());
}
}
}
void cMonster::AddRandomWeaponDropItem(cItems & a_Drops, unsigned int a_LootingLevel)
{
if (GetRandomProvider().RandBool(m_DropChanceWeapon + (a_LootingLevel / 100.0)))
{
if (!GetEquippedWeapon().IsEmpty())
{
a_Drops.push_back(GetEquippedWeapon());
}
}
}
void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn)
{
if (!m_BurnsInDaylight)
{
return;
}
int RelY = POSY_TOINT;
if ((RelY < 0) || (RelY >= cChunkDef::Height))
{
// Outside the world
return;
}
if (!a_Chunk.IsLightValid())
{
m_World->QueueLightChunk(GetChunkX(), GetChunkZ());
return;
}
if (!IsOnFire() && WouldBurn)
{
// Burn for 100 ticks, then decide again
StartBurning(100);
}
}
bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
{
// If the Y coord is out of range, return the most logical result without considering anything else:
int RelY = FloorC(a_Location.y);
if (RelY >= cChunkDef::Height)
{
// Always burn above the world
return true;
}
if (RelY <= 0)
{
// The mob is about to die, no point in burning
return false;
}
PREPARE_REL_AND_CHUNK(a_Location, a_Chunk);
if (!RelSuccess)
{
return false;
}
if (
(Chunk->GetBlock(Rel) != E_BLOCK_SOULSAND) && // Not on soulsand
(GetWorld()->GetTimeOfDay() < 13000_tick) && // Daytime
Chunk->IsWeatherSunnyAt(Rel.x, Rel.z) && // Not raining
!IsInWater() // Isn't swimming
)
{
int MobHeight = CeilC(a_Location.y + GetHeight()) - 1; // The block Y coord of the mob's head
if (MobHeight >= cChunkDef::Height)
{
return true;
}
// Start with the highest block and scan down to just above the mob's head.
// If a non transparent is found, return false (do not burn). Otherwise return true.
// Note that this loop is not a performance concern as transparent blocks are rare and the loop almost always bailes out
// instantly.(An exception is e.g. standing under a long column of glass).
int CurrentBlock = Chunk->GetHeight(Rel.x, Rel.z);
while (CurrentBlock > MobHeight)
{
BLOCKTYPE Block = Chunk->GetBlock(Rel.x, CurrentBlock, Rel.z);
if (
// Do not burn if a block above us meets one of the following conditions:
(!cBlockInfo::IsTransparent(Block)) ||
(Block == E_BLOCK_LEAVES) ||
(Block == E_BLOCK_NEW_LEAVES) ||
(IsBlockWater(Block))
)
{
return false;
}
--CurrentBlock;
}
return true;
}
return false;
}
cMonster::eFamily cMonster::GetMobFamily(void) const
{
return FamilyFromType(m_MobType);
}
void cMonster::LeashTo(cEntity & a_Entity, bool a_ShouldBroadcast)
{
// Do nothing if already leashed
if (m_LeashedTo != nullptr)
{
return;
}
m_LeashedTo = &a_Entity;
a_Entity.AddLeashedMob(this);
if (a_ShouldBroadcast)
{
m_World->BroadcastLeashEntity(*this, a_Entity);
}
m_IsLeashActionJustDone = true;
}
void cMonster::Unleash(bool a_ShouldDropLeashPickup, bool a_ShouldBroadcast)
{
// Do nothing if not leashed
if (m_LeashedTo == nullptr)
{
return;
}
m_LeashedTo->RemoveLeashedMob(this);
m_LeashedTo = nullptr;
if (a_ShouldDropLeashPickup)
{
cItems Pickups;
Pickups.Add(cItem(E_ITEM_LEASH, 1, 0));
GetWorld()->SpawnItemPickups(Pickups, GetPosX() + 0.5, GetPosY() + 0.5, GetPosZ() + 0.5);
}
if (a_ShouldBroadcast)
{
m_World->BroadcastUnleashEntity(*this);
}
m_IsLeashActionJustDone = true;
}
void cMonster::Unleash(bool a_ShouldDropLeashPickup)
{
Unleash(a_ShouldDropLeashPickup, true);
}