#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(CreateMonsterInfo a_Info, const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) : super(a_Info, 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(float a_Dt) { super::InStateChasing(a_Dt); if (m_Target != NULL) { if (m_Target->IsPlayer()) { if (((cPlayer *)m_Target)->IsGameModeCreative()) { m_EMState = IDLE; return; } } if (!IsMovingToTargetPosition()) { MoveToPosition(m_Target->GetPosition()); } } } void cAggressiveMonster::EventSeePlayer(cEntity * a_Entity) { if (!((cPlayer *)a_Entity)->IsGameModeCreative()) { super::EventSeePlayer(a_Entity); m_EMState = CHASING; } } 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); } } void cAggressiveMonster::Attack(float a_Dt) { m_AttackInterval += a_Dt * m_AttackRate; if ((m_Target == NULL) || (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); } bool cAggressiveMonster::IsMovingToTargetPosition() { // Difference between destination x and target x is negligible (to 10^-12 precision) if (fabsf((float)m_FinalDestination.x - (float)m_Target->GetPosX()) < std::numeric_limits::epsilon()) { return false; } // Difference between destination z and target z is negligible (to 10^-12 precision) else if (fabsf((float)m_FinalDestination.z - (float)m_Target->GetPosZ()) > std::numeric_limits::epsilon()) { return false; } return true; }