264 lines
6.7 KiB
C++
264 lines
6.7 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.entity.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.pathfinder.h"
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#include "net.minecraft.world.phys.h"
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#include "SharedConstants.h"
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#include "PathfinderMob.h"
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PathfinderMob::PathfinderMob(Level *level) : Mob( level )
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{
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path = NULL;
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attackTarget = nullptr;
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holdGround = false;
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fleeTime = 0;
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}
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bool PathfinderMob::shouldHoldGround()
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{
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return false;
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}
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PathfinderMob::~PathfinderMob()
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{
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delete path;
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}
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void PathfinderMob::serverAiStep()
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{
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if (fleeTime > 0) fleeTime--;
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holdGround = shouldHoldGround();
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float maxDist = 16;
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if (attackTarget == NULL)
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{
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attackTarget = findAttackTarget();
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if (attackTarget != NULL)
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{
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setPath(level->findPath(shared_from_this(), attackTarget, maxDist, true, false, false, true)); // 4J - changed to setPath from path =
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}
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}
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else
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{
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if (attackTarget->isAlive())
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{
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float d = attackTarget->distanceTo(shared_from_this());
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if (canSee(attackTarget))
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{
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checkHurtTarget(attackTarget, d);
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}
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}
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else
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{
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attackTarget = nullptr;
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}
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}
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/*
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* if (holdGround) { xxa = 0; yya = 0; jumping = false; return; }
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*/
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// 4J - a few changes here so that we can call findRandomStrollLocation for a sub-set of things that it normally wouldn't be in the java game.
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// This is so that we can have entities wander around a little, in order that we can measure how far they wander and then determine (if they wander too far) that
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// they aren't enclosed. We don't want the extra network overhead of just having Everything wandering round all the time, so have put a management system in place
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// that selects a subset of entities which have had their flag set through the considerForExtraWandering method so that these can keep doing random strolling.
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if (!holdGround && (attackTarget != NULL && (path == NULL || random->nextInt(20) == 0)))
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{
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setPath(level->findPath(shared_from_this(), attackTarget, maxDist, true, false, false, true));// 4J - changed to setPath from path =
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}
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else if (!holdGround && ((path == NULL && (random->nextInt(180) == 0) || fleeTime > 0) || (random->nextInt(120) == 0 || fleeTime > 0)))
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{
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if(noActionTime < SharedConstants::TICKS_PER_SECOND * 5)
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{
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findRandomStrollLocation();
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}
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}
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else if (!holdGround && (path == NULL ) )
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{
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if( ( noActionTime >= SharedConstants::TICKS_PER_SECOND * 5 ) && isExtraWanderingEnabled() )
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{
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// This entity wouldn't normally be randomly strolling. However, if our management system says that it should do, then do. Don't
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// bother waiting for random conditions to be met before picking a direction though as the point here is to see if it is possible to
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// stroll out of a given area and so waiting around is just wasting time
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findRandomStrollLocation(getWanderingQuadrant());
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}
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}
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// Consider this for extra strolling if it is protected against despawning. We aren't interested in ones that aren't protected as the whole point of this
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// extra wandering is to potentially transition from protected to not protected.
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considerForExtraWandering( isDespawnProtected() );
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int yFloor = Mth::floor(bb->y0 + 0.5f);
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bool inWater = isInWater();
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bool inLava = isInLava();
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xRot = 0;
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if (path == NULL || random->nextInt(100) == 0)
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{
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this->Mob::serverAiStep();
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setPath(NULL);// 4J - changed to setPath from path =
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return;
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}
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Vec3 *target = path->currentPos(shared_from_this());
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double r = bbWidth * 2;
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while (target != NULL && target->distanceToSqr(x, target->y, z) < r * r)
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{
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path->next();
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if (path->isDone())
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{
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target = NULL;
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setPath(NULL); // 4J - changed to setPath from path =
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}
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else target = path->currentPos(shared_from_this());
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}
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jumping = false;
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if (target != NULL)
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{
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double xd = target->x - x;
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double zd = target->z - z;
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double yd = target->y - yFloor;
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float yRotD = (float) (atan2(zd, xd) * 180 / PI) - 90;
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float rotDiff = Mth::wrapDegrees(yRotD - yRot);
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yya = runSpeed;
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if (rotDiff > MAX_TURN)
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{
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rotDiff = MAX_TURN;
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}
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if (rotDiff < -MAX_TURN)
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{
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rotDiff = -MAX_TURN;
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}
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yRot += rotDiff;
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if (holdGround)
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{
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if (attackTarget != NULL)
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{
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double xd2 = attackTarget->x - x;
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double zd2 = attackTarget->z - z;
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float oldyRot = yRot;
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yRot = (float) (atan2(zd2, xd2) * 180 / PI) - 90;
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rotDiff = ((oldyRot - yRot) + 90) * PI / 180;
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xxa = -Mth::sin(rotDiff) * yya * 1.0f;
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yya = Mth::cos(rotDiff) * yya * 1.0f;
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}
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}
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if (yd > 0)
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{
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jumping = true;
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}
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}
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if (attackTarget != NULL)
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{
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lookAt(attackTarget, 30, 30);
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}
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if (this->horizontalCollision && !isPathFinding()) jumping = true;
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if (random->nextFloat() < 0.8f && (inWater || inLava)) jumping = true;
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}
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void PathfinderMob::findRandomStrollLocation(int quadrant/*=-1*/) // 4J - added quadrant
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{
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bool hasBest = false;
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int xBest = -1;
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int yBest = -1;
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int zBest = -1;
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float best = -99999;
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for (int i = 0; i < 10; i++)
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{
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// 4J - added quadrant parameter to this method so that the caller can request that only stroll locations in one quadrant be found. If -1 is passed then
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// behaviour is the same as the java game
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int xt, zt;
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int yt = Mth::floor(y + random->nextInt(7) - 3);
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if( quadrant == -1 )
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{
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xt = Mth::floor(x + random->nextInt(13) - 6);
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zt = Mth::floor(z + random->nextInt(13) - 6);
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}
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else
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{
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int sx = ( ( quadrant & 1 ) ? -1 : 1 );
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int sz = ( ( quadrant & 2 ) ? -1 : 1 );
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xt = Mth::floor(x + random->nextInt(7) * sx);
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zt = Mth::floor(z + random->nextInt(7) * sz);
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}
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float value = getWalkTargetValue(xt, yt, zt);
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if (value > best)
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{
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best = value;
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xBest = xt;
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yBest = yt;
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zBest = zt;
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hasBest = true;
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}
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}
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if (hasBest)
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{
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setPath(level->findPath(shared_from_this(), xBest, yBest, zBest, 10, true, false, false, true)); // 4J - changed to setPath from path =
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}
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}
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void PathfinderMob::checkHurtTarget(shared_ptr<Entity> target, float d)
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{
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}
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float PathfinderMob::getWalkTargetValue(int x, int y, int z)
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{
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return 0;
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}
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shared_ptr<Entity> PathfinderMob::findAttackTarget()
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{
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return shared_ptr<Entity>();
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}
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bool PathfinderMob::canSpawn()
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{
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int xt = Mth::floor(x);
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int yt = Mth::floor(bb->y0);
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int zt = Mth::floor(z);
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return this->Mob::canSpawn() && getWalkTargetValue(xt, yt, zt) >= 0;
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}
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bool PathfinderMob::isPathFinding()
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{
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return path != NULL;
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}
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void PathfinderMob::setPath(Path *path)
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{
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delete this->path;
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this->path = path;
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}
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shared_ptr<Entity> PathfinderMob::getAttackTarget()
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{
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return attackTarget;
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}
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void PathfinderMob::setAttackTarget(shared_ptr<Entity> attacker)
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{
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attackTarget = attacker;
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}
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float PathfinderMob::getWalkingSpeedModifier()
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{
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if (useNewAi()) return 1.0f;
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float speed = Mob::getWalkingSpeedModifier();
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if (fleeTime > 0) speed *= 2;
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return speed;
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}
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bool PathfinderMob::couldWander()
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{
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return (noActionTime < SharedConstants::TICKS_PER_SECOND * 5) || ( isExtraWanderingEnabled() );
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} |