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authorwiseoldman95 <softwatt@gmx.com>2015-05-06 15:52:37 +0200
committerwiseoldman95 <softwatt@gmx.com>2015-05-06 19:01:06 +0200
commit753dfb950a6ec880af47ac7c1b0d6d142a138eac (patch)
treee3e9ceeefe5d25e3ac8f8a9c23a0aa1610595554
parent(duplicate) AI - Livestock escape fixed, water jumping fixed (diff)
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Diffstat (limited to '')
-rw-r--r--src/Mobs/Monster.cpp10
1 files changed, 9 insertions, 1 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index df9c1f390..c799e9394 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -378,7 +378,15 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
if (TickPathFinding(*Chunk))
{
- if (m_BurnsInDaylight && WouldBurnAt(m_NextWayPointPosition, *Chunk->GetNeighborChunk(FloorC(m_NextWayPointPosition.x), FloorC(m_NextWayPointPosition.z))) && !IsOnFire() && (m_TicksSinceLastDamaged == 100))
+ /* 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 (
+ m_BurnsInDaylight && ((m_TicksSinceLastDamaged == 100) || (m_EMState == IDLE)) &&
+ WouldBurnAt(m_NextWayPointPosition, *Chunk->GetNeighborChunk(FloorC(m_NextWayPointPosition.x), FloorC(m_NextWayPointPosition.z))) &&
+ !WouldBurnAt(GetPosition(), *Chunk->GetNeighborChunk(FloorC(GetPosition().x), FloorC(GetPosition().z)))
+ )
{
// 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();