* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
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Co-authored-by: Loki <lokirautio@gmail.com>
68 lines
1.6 KiB
C++
68 lines
1.6 KiB
C++
#pragma once
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class Mob;
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class Level;
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class Path;
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class PathNavigation
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{
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private:
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Mob *mob;
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Level *level;
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Path *path;
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double speedModifier;
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AttributeInstance *dist;
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bool avoidSun;
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int _tick;
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int lastStuckCheck;
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Vec3 *lastStuckCheckPos;
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bool _canPassDoors;
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bool _canOpenDoors;
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bool avoidWater;
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bool canFloat;
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public:
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PathNavigation(Mob *mob, Level *level);
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~PathNavigation();
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void setAvoidWater(bool avoidWater);
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bool getAvoidWater();
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void setCanOpenDoors(bool canOpenDoors);
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bool canPassDoors();
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void setCanPassDoors(bool canPass);
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bool canOpenDoors();
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void setAvoidSun(bool avoidSun);
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void setSpeedModifier(double speedModifier);
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void setCanFloat(bool canFloat);
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float getMaxDist();
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Path *createPath(double x, double y, double z);
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bool moveTo(double x, double y, double z, double speedModifier);
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Path *createPath(shared_ptr<Entity> target);
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bool moveTo(shared_ptr<Entity> target, double speedModifier);
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bool moveTo(Path *newPath, double speedModifier);
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Path *getPath();
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void tick();
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private:
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void updatePath();
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public:
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bool isDone();
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void stop();
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private:
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Vec3 *getTempMobPos();
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int getSurfaceY();
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bool canUpdatePath();
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bool isInLiquid();
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void trimPathFromSun();
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bool canMoveDirectly(Vec3 *startPos, Vec3 *stopPos, int sx, int sy, int sz);
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bool canWalkOn(int x, int y, int z, int sx, int sy, int sz, Vec3 *startPos, double goalDirX, double goalDirZ);
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bool canWalkAbove(int startX, int startY, int startZ, int sx, int sy, int sz, Vec3 *startPos, double goalDirX, double goalDirZ);
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public:
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// 4J Added override to update ai elements when loading entity from schematics
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void setLevel(Level *level);
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}; |