This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
68 lines
1.8 KiB
C++
68 lines
1.8 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.entity.h"
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#include "net.minecraft.world.entity.ai.control.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.phys.h"
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#include "LookAtPlayerGoal.h"
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LookAtPlayerGoal::LookAtPlayerGoal(Mob *mob, const type_info& lookAtType, float lookDistance) : lookAtType(lookAtType)
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{
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this->mob = mob;
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this->lookDistance = lookDistance;
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probability = 0.02f;
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setRequiredControlFlags(Control::LookControlFlag);
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lookTime = 0;
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}
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LookAtPlayerGoal::LookAtPlayerGoal(Mob *mob, const type_info& lookAtType, float lookDistance, float probability) : lookAtType(lookAtType)
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{
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this->mob = mob;
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this->lookDistance = lookDistance;
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this->probability = probability;
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setRequiredControlFlags(Control::LookControlFlag);
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lookTime = 0;
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}
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bool LookAtPlayerGoal::canUse()
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{
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if (mob->getRandom()->nextFloat() >= probability) return false;
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if (mob->getTarget() != NULL)
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{
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lookAt = mob->getTarget();
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}
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if (lookAtType == typeid(Player))
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{
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lookAt = mob->level->getNearestPlayer(mob->shared_from_this(), lookDistance);
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}
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else
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{
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lookAt = weak_ptr<Entity>(mob->level->getClosestEntityOfClass(lookAtType, mob->bb->grow(lookDistance, 3, lookDistance), mob->shared_from_this()));
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}
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return lookAt.lock() != NULL;
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}
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bool LookAtPlayerGoal::canContinueToUse()
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{
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if (lookAt.lock() == NULL || !lookAt.lock()->isAlive()) return false;
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if (mob->distanceToSqr(lookAt.lock()) > lookDistance * lookDistance) return false;
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return lookTime > 0;
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}
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void LookAtPlayerGoal::start()
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{
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lookTime = 40 + mob->getRandom()->nextInt(40);
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}
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void LookAtPlayerGoal::stop()
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{
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lookAt = weak_ptr<Entity>();
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}
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void LookAtPlayerGoal::tick()
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{
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mob->getLookControl()->setLookAt(lookAt.lock()->x, lookAt.lock()->y + lookAt.lock()->getHeadHeight(), lookAt.lock()->z, 10, mob->getMaxHeadXRot());
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--lookTime;
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} |