#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "IncludeAllMonsters.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 "../Chunk.h"
#include "../FastRandom.h"
#include "PathFinder.h"
#include "../Entities/LeashKnot.h"
// Temporary pathfinder hack
#include "Behaviors/BehaviorDayLightBurner.h"
// Ticks to wait to do leash calculations
#define LEASH_ACTIONS_TICK_STEP 10
/** 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"},
{mtWolf, "wolf", "Wolf", "wolf"},
{mtZombie, "zombie", "Zombie", "zombie"},
{mtZombiePigman, "zombiepigman", "PigZombie", "zombie_pigman"},
} ;
////////////////////////////////////////////////////////////////////////////////
// cMonster:
cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height)
: super(etMonster, a_Width, a_Height)
, m_BehaviorBreederPointer(nullptr)
, m_BehaviorAttackerPointer(nullptr)
, m_EMPersonality(AGGRESSIVE)
, m_NearestPlayerIsStale(true)
, 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_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_RelativeWalkSpeed(1)
, m_Age(1)
, m_AgingTimer(20 * 60 * 20) // about 20 minutes
, m_WasLastTargetAPlayer(false)
, m_LeashedTo(nullptr)
, m_LeashToPos(nullptr)
, m_IsLeashActionJustDone(false)
, m_CanBeLeashed(GetMobFamily() == eFamily::mfPassive)
, m_LookingAt(nullptr)
, m_CurrentTickControllingBehavior(nullptr)
, m_NewTickControllingBehavior(nullptr)
, m_PinnedBehavior(nullptr)
, m_TickControllingBehaviorState(Normal)
{
if (!a_ConfigName.empty())
{
GetMonsterConfig(a_ConfigName);
}
}
cMonster::~cMonster()
{
}
void cMonster::Destroy(bool a_ShouldBroadcast)
{
//mobtodo Destroy vs Destroyed
// mobTodo behavior for leash
if (IsLeashed())
{
cEntity * LeashedTo = GetLeashedTo();
Unleash(false, a_ShouldBroadcast);
// Remove leash knot if there are no more mobs leashed to
if (!LeashedTo->HasAnyMobLeashed() && LeashedTo->IsLeashKnot())
{
LeashedTo->Destroy();
}
}
super::Destroy(a_ShouldBroadcast);
}
void cMonster::Destroyed()
{
for (cBehavior * Behavior : m_AttachedDestroyBehaviors)
{
Behavior->Destroyed();
}
super::Destroyed();
}
void cMonster::SpawnOn(cClientHandle & a_Client)
{
a_Client.SendSpawnMob(*this);
if (IsLeashed())
{
a_Client.SendLeashEntity(*this, *this->GetLeashedTo());
}
}
void cMonster::MoveToWayPoint(cChunk & a_Chunk)
{
UNUSED(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
IsSwimming()
)
{
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 (IsSwimming())
{
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);
}
// Speed up leashed mobs getting far from player
if (IsLeashed() && GetLeashedTo()->IsPlayer())
{
Distance = GetLeashedTo()->GetPosition() - GetPosition();
Distance.Normalize();
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)
{
// LOGD("mobDebug - Monster tick begins");
m_NearestPlayerIsStale = true;
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);
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(true);
}
return;
}
// All behaviors can execute PostTick and PreTick.
// These are for bookkeeping or passive actions like laying eggs.
// They MUST NOT control mob movement or interefere with the main Tick.
for (cBehavior * Behavior : m_AttachedPreTickBehaviors)
{
// LOGD("mobDebug - preTick");
ASSERT(Behavior != nullptr);
Behavior->PreTick(a_Dt, a_Chunk);
}
// Note 1: Each monster tick, at most one Behavior executes its Tick method.
// Note 2: Each monster tick, exactly one of these is executed:
// ControlStarting, Tick, ControlEnding
// If we're in a regular tick cycle
if (m_TickControllingBehaviorState == Normal)
{
if (IsLeashed())
{
// do not tick behaviors
// mobTodo temporary leash special case. Needs a behavior eventually.
}
else if (m_PinnedBehavior != nullptr)
{
// A behavior is pinned. We give it control automatically.
ASSERT(m_CurrentTickControllingBehavior == m_PinnedBehavior);
m_CurrentTickControllingBehavior->Tick(a_Dt, a_Chunk);
}
else
{
// ask the behaviors sequentially if they are interested in controlling this mob
// Stop at the first one that says yes.
m_NewTickControllingBehavior = nullptr;
for (cBehavior * Behavior : m_AttachedTickBehaviors)
{
if (Behavior->IsControlDesired(a_Dt, a_Chunk))
{
m_NewTickControllingBehavior = Behavior;
break;
}
}
ASSERT(m_NewTickControllingBehavior != nullptr); // it's not OK if no one asks for control
if (m_CurrentTickControllingBehavior == m_NewTickControllingBehavior)
{
// The Behavior asking for control is the same as the behavior from last tick.
// Nothing special, just tick it.
// LOGD("mobDebug - Tick");
m_CurrentTickControllingBehavior->Tick(a_Dt, a_Chunk);
}
else if (m_CurrentTickControllingBehavior == nullptr)
{
// first behavior to ever control
m_TickControllingBehaviorState = NewControlStarting;
}
else
{
// The behavior asking for control is not the same as the behavior from last tick.
// Begin the control swapping process.
m_TickControllingBehaviorState = OldControlEnding;
}
}
}
// Make the current controlling behavior clean up
if (m_TickControllingBehaviorState == OldControlEnding)
{
ASSERT(m_CurrentTickControllingBehavior != nullptr);
if (m_CurrentTickControllingBehavior->ControlEnding(a_Dt, a_Chunk))
{
// The current behavior told us it is ready for letting go of control
m_TickControllingBehaviorState = NewControlStarting;
}
else
{
// The current behavior is not ready for releasing control. We'll execute ControlEnding
// next tick too.
m_TickControllingBehaviorState = OldControlEnding;
}
}
// Make the new controlling behavior set up
else if (m_TickControllingBehaviorState == NewControlStarting)
{
ASSERT(m_NewTickControllingBehavior != nullptr);
if (m_NewTickControllingBehavior->ControlStarting(a_Dt, a_Chunk))
{
// The new behavior told us it is ready for taking control
// The new behavior is now the current behavior. Next tick it will execute its Tick.
m_TickControllingBehaviorState = Normal;
m_CurrentTickControllingBehavior = m_NewTickControllingBehavior;
}
else
{
// The new behavior is not ready for taking control.
// We'll execute ControlStarting next tick too.
m_TickControllingBehaviorState = NewControlStarting;
}
}
// All behaviors can execute PostTick and PreTick.
// These are for bookkeeping or passive actions like laying eggs.
// They MUST NOT control mob movement or interefere with the main Tick.
for (cBehavior * Behavior : m_AttachedPostTickBehaviors)
{
// LOGD("mobDebug - PostTick");
Behavior->PostTick(a_Dt, a_Chunk);
}
bool a_IsFollowingPath = false;
if (m_PathfinderActivated)
{
if (ReachedFinalDestination() || (m_LeashToPos != nullptr))
{
StopMovingToPosition(); // Simply sets m_PathfinderActivated to false.
}
else
{
// mobToDo fix dont care
// Note that m_NextWayPointPosition is actually returned by GetNextWayPoint)
switch (m_PathFinder.GetNextWayPoint(*Chunk, GetPosition(), &m_FinalDestination, &m_NextWayPointPosition, true))
{
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 (
//mobTodo emstate
/* (GetBehaviorDayLightBurner() != nullptr) && (m_TicksSinceLastDamaged >= 100) &&
GetBehaviorDayLightBurner()->WouldBurnAt(m_NextWayPointPosition, *Chunk) &&
!(GetBehaviorDayLightBurner()->WouldBurnAt(GetPosition(), *Chunk)) */
1 == 0
// This logic should probably be in chaser
)
{
// 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);
// Leash calculations
if ((m_TickControllingBehaviorState == Normal) &&
((m_TicksAlive % LEASH_ACTIONS_TICK_STEP) == 0)
)
{
CalcLeashActions();
}
BroadcastMovementUpdate();
if (m_AgingTimer > 0)
{
m_AgingTimer--;
if ((m_AgingTimer <= 0) && IsBaby())
{
SetAge(1);
m_World->BroadcastEntityMetadata(*this);
}
}
}
void cMonster::CalcLeashActions()
{
// 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);
}
}
else if (IsLeashed()) // Mob is already leashed to an entity: follow it.
{
// TODO: leashed mobs in vanilla can move around up to 5 blocks distance from leash origin
MoveToPosition(m_LeashedTo->GetPosition());
// If distance to target > 10 break leash
Vector3f a_Distance(m_LeashedTo->GetPosition() - GetPosition());
double Distance(a_Distance.Length());
if (Distance > 10.0)
{
LOGD("Leash broken (distance)");
Unleash(false);
}
}
}
void cMonster::SetPitchAndYawFromDestination(bool a_IsFollowingPath)
{
Vector3d BodyDistance;
cPawn * LookingAt = m_LookingAt.GetPointer(GetWorld());
if (!a_IsFollowingPath && (LookingAt != nullptr))
{
BodyDistance = LookingAt->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 (LookingAt != nullptr)
{
if (LookingAt->IsPlayer()) // Look at a player
{
HeadDistance = LookingAt->GetPosition() - GetPosition();
}
else // Look at some other entity
{
HeadDistance = LookingAt->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)
{
int PosY = POSY_TOINT;
PosY = Clamp(PosY, 0, cChunkDef::Height);
if (!cBlockInfo::IsSolid(m_World->GetBlock(FloorC(a_PosX), PosY, FloorC(a_PosZ))))
{
while (!cBlockInfo::IsSolid(m_World->GetBlock(FloorC(a_PosX), PosY, FloorC(a_PosZ))) && (PosY > 0))
{
PosY--;
}
return PosY + 1;
}
else
{
while ((PosY < cChunkDef::Height) && cBlockInfo::IsSolid(m_World->GetBlock(static_cast<int>(floor(a_PosX)), PosY, static_cast<int>(floor(a_PosZ)))))
{
PosY++;
}
return PosY;
}
}
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, GetPosX(), GetPosY(), GetPosZ(), 1.0f, 0.8f);
}
for (cBehavior * Behavior : m_AttachedDoTakeDamageBehaviors)
{
ASSERT(Behavior != nullptr);
Behavior->DoTakeDamage(a_TDI);
}
return true;
}
void cMonster::KilledBy(TakeDamageInfo & a_TDI)
{
super::KilledBy(a_TDI);
if (m_SoundHurt != "")
{
m_World->BroadcastSoundEffect(m_SoundDeath, GetPosX(), GetPosY(), GetPosZ(), 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 mtZombie:
case mtZombiePigman:
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->SpawnExperienceOrb(GetPosX(), GetPosY(), GetPosZ(), Reward);
}
m_DestroyTimer = std::chrono::milliseconds(0);
}
void cMonster::OnRightClicked(cPlayer & a_Player)
{
super::OnRightClicked(a_Player);
// mobTodo put this in a behavior?
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();
}
}
for (cBehavior * Behavior : m_AttachedOnRightClickBehaviors)
{
Behavior->OnRightClicked(a_Player);
}
// mobTodo put this in a behavior?
// 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);
}
}
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 mtCaveSpider: return mfHostile;
case mtChicken: return mfPassive;
case mtCow: return mfPassive;
case mtCreeper: return mfHostile;
case mtEnderDragon: return mfNoSpawn;
case mtEnderman: return mfHostile;
case mtGhast: return mfHostile;
case mtGiant: return mfNoSpawn;
case mtGuardian: return mfWater; // Just because they have special spawning conditions. If Watertemples have been added, this needs to be edited!
case mtHorse: return mfPassive;
case mtIronGolem: return mfPassive;
case mtMagmaCube: return mfHostile;
case mtMooshroom: return mfHostile;
case mtOcelot: return mfPassive;
case mtPig: return mfPassive;
case mtRabbit: return mfPassive;
case mtSheep: return mfPassive;
case mtSilverfish: return mfHostile;
case mtSkeleton: return mfHostile;
case mtSlime: return mfHostile;
case mtSnowGolem: return mfNoSpawn;
case mtSpider: return mfHostile;
case mtSquid: return mfWater;
case mtVillager: return mfPassive;
case mtWitch: return mfHostile;
case mtWither: return mfNoSpawn;
case mtWolf: return mfHostile;
case mtZombie: return mfHostile;
case mtZombiePigman: return mfHostile;
case mtInvalidType: break;
}
ASSERT(!"Unhandled mob type");
return mfUnhandled;
}
int cMonster::GetSpawnDelay(cMonster::eFamily a_MobFamily)
{
switch (a_MobFamily)
{
case mfHostile: return 40;
case mfPassive: return 40;
case mfAmbient: return 40;
case mfWater: return 400;
case mfNoSpawn: return -1;
case mfUnhandled: break;
}
ASSERT(!"Unhandled mob family");
return -1;
}
void cMonster::SetLookingAt(cPawn * a_NewTarget)
{
m_LookingAt.SetPointer(a_NewTarget);
/*
ASSERT((a_NewTarget == nullptr) || (IsTicking()));
if (m_LookingAt == a_NewTarget)
{
return;
}
cPawn * OldTarget = m_LookingAt;
m_LookingAt = 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();
}*/
}
bool cMonster::IsPathFinderActivated() const
{
return m_PathfinderActivated;
}
cBehaviorBreeder * cMonster::GetBehaviorBreeder()
{
return m_BehaviorBreederPointer;
}
const cBehaviorBreeder * cMonster::GetBehaviorBreeder() const
{
return static_cast<const cBehaviorBreeder *>(m_BehaviorBreederPointer);
}
cBehaviorAttacker * cMonster::GetBehaviorAttacker()
{
return m_BehaviorAttackerPointer;
}
void cMonster::InheritFromParents(cMonster * a_Parent1, cMonster * a_Parent2)
{
UNUSED(a_Parent1);
UNUSED(a_Parent2);
return;
}
void cMonster::GetFollowedItems(cItems & a_Items)
{
return;
}
void cMonster::GetBreedingItems(cItems & a_Items)
{
return GetFollowedItems(a_Items);
}
cPlayer * cMonster::GetNearestPlayer()
{
if (m_NearestPlayerIsStale)
{
// TODO: Rewrite this to use cWorld's DoWithPlayers()
m_NearestPlayer = GetWorld()->FindClosestPlayer(GetPosition(), static_cast<float>(GetSightDistance()));
m_NearestPlayerIsStale = false;
}
if ((m_NearestPlayer != nullptr) && (!m_NearestPlayer->IsTicking()))
{
m_NearestPlayer = nullptr;
}
return m_NearestPlayer;
}
std::unique_ptr<cMonster> cMonster::NewMonsterFromType(eMonsterType a_MobType)
{
auto & Random = GetRandomProvider();
// Create the mob entity
switch (a_MobType)
{
case mtMagmaCube:
{
return cpp14::make_unique<cMagmaCube>(1 << Random.RandInt(2)); // Size 1, 2 or 4
}
case mtSlime:
{
return cpp14::make_unique<cSlime>(1 << Random.RandInt(2)); // Size 1, 2 or 4
}
case mtSkeleton:
{
// TODO: Actual detection of spawning in Nether
return cpp14::make_unique<cSkeleton>(false);
}
case mtVillager:
{
int VillagerType = Random.RandInt(6);
if (VillagerType == 6)
{
// Give farmers a better chance of spawning
VillagerType = 0;
}
return cpp14::make_unique<cVillager>(static_cast<cVillager::eVillagerType>(VillagerType));
}
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 cpp14::make_unique<cHorse>(HorseType, HorseColor, HorseStyle, HorseTameTimes);
}
case mtBat: return cpp14::make_unique<cBat>();
case mtBlaze: return cpp14::make_unique<cBlaze>();
case mtCaveSpider: return cpp14::make_unique<cCaveSpider>();
case mtChicken: return cpp14::make_unique<cChicken>();
case mtCow: return cpp14::make_unique<cCow>();
case mtCreeper: return cpp14::make_unique < cCreeper>();
case mtEnderDragon: return cpp14::make_unique<cEnderDragon>();
case mtEnderman: return cpp14::make_unique<cEnderman>();
case mtGhast: return cpp14::make_unique<cGhast>();
case mtGiant: return cpp14::make_unique<cGiant>();
case mtGuardian: return cpp14::make_unique<cGuardian>();
case mtIronGolem: return cpp14::make_unique<cIronGolem>();
case mtMooshroom: return cpp14::make_unique<cMooshroom>();
case mtOcelot: return cpp14::make_unique<cOcelot>();
case mtPig: return cpp14::make_unique<cPig>();
case mtRabbit: return cpp14::make_unique<cRabbit>();
case mtSheep: return cpp14::make_unique<cSheep>();
case mtSilverfish: return cpp14::make_unique<cSilverfish>();
case mtSnowGolem: return cpp14::make_unique<cSnowGolem>();
case mtSpider: return cpp14::make_unique<cSpider>();
case mtSquid: return cpp14::make_unique<cSquid>();
case mtWitch: return cpp14::make_unique<cWitch>();
case mtWither: return cpp14::make_unique<cWither>();
case mtWolf: return cpp14::make_unique<cWolf>();
case mtZombie: return cpp14::make_unique<cZombie>(false); // TODO: Infected zombie parameter
case mtZombiePigman: return cpp14::make_unique<cZombiePigman>();
default:
{
ASSERT(!"Unhandled mob type whilst trying to spawn mob!");
return nullptr;
}
}
}
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.push_back(cItem(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::AttachPreTickBehavior(cBehavior * a_Behavior)
{
ASSERT(a_Behavior != nullptr);
m_AttachedPreTickBehaviors.push_back(a_Behavior);
}
void cMonster::AttachPostTickBehavior(cBehavior * a_Behavior)
{
ASSERT(a_Behavior != nullptr);
m_AttachedPostTickBehaviors.push_back(a_Behavior);
}
void cMonster::AttachTickBehavior(cBehavior * a_Behavior)
{
ASSERT(a_Behavior != nullptr);
m_AttachedTickBehaviors.push_back(a_Behavior);
}
void cMonster::AttachDestroyBehavior(cBehavior * a_Behavior)
{
ASSERT(a_Behavior != nullptr);
m_AttachedDestroyBehaviors.push_back(a_Behavior);
}
void cMonster::AttachRightClickBehavior(cBehavior * a_Behavior)
{
ASSERT(a_Behavior != nullptr);
m_AttachedOnRightClickBehaviors.push_back(a_Behavior);
}
void cMonster::AttachDoTakeDamageBehavior(cBehavior * a_Behavior)
{
m_AttachedDoTakeDamageBehaviors.push_back(a_Behavior);
}
void cMonster::PinBehavior(cBehavior * a_Behavior)
{
ASSERT(m_TickControllingBehaviorState == Normal);
m_PinnedBehavior = a_Behavior;
ASSERT(m_CurrentTickControllingBehavior == m_PinnedBehavior);
}
void cMonster::UnpinBehavior(cBehavior * a_Behavior)
{
ASSERT(m_TickControllingBehaviorState == Normal);
ASSERT(m_PinnedBehavior = a_Behavior);
m_PinnedBehavior = nullptr;
}
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);
}