diff options
Diffstat (limited to '')
-rw-r--r-- | src/Mobs/Monster.cpp | 212 |
1 files changed, 178 insertions, 34 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index 37774b08f..2b00f6959 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -89,7 +89,7 @@ cMonster::cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const A , m_SoundDeath(a_SoundDeath) , m_AttackRate(3) , m_AttackDamage(1) - , m_AttackRange(2) + , m_AttackRange(1) , m_AttackInterval(0) , m_SightDistance(25) , m_DropChanceWeapon(0.085f) @@ -147,21 +147,40 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk) (Recalculate lots when close, calculate rarely when far) */ if ( ((GetPosition() - m_PathFinderDestination).Length() < 0.25) || - ((m_TicksSinceLastPathReset > 10) && (m_TicksSinceLastPathReset > (0.15 * (m_FinalDestination - GetPosition()).SqrLength()))) + ((m_TicksSinceLastPathReset > 10) && (m_TicksSinceLastPathReset > (0.4 * (m_FinalDestination - GetPosition()).SqrLength()))) ) { - ResetPathFinding(); + /* Re-calculating is expensive when there's no path to target, and it results in mobs freezing very often as a result of always recalculating. + This is a workaround till we get better path recalculation. */ + if (!m_NoPathToTarget) + { + ResetPathFinding(); + } } } if (m_Path == nullptr) { + if (!EnsureProperDestination(a_Chunk)) + { + StopMovingToPosition(); // Invalid chunks, probably world is loading or something, cancel movement. + return false; + } + m_NoPathToTarget = false; + m_NoMoreWayPoints = false; m_PathFinderDestination = m_FinalDestination; m_Path = new cPath(a_Chunk, GetPosition().Floor(), m_PathFinderDestination.Floor(), 20); } switch (m_Path->Step(a_Chunk)) { + case ePathFinderStatus::NEARBY_FOUND: + { + m_NoPathToTarget = true; + m_Path->AcceptNearbyPath(); + break; + } + case ePathFinderStatus::PATH_NOT_FOUND: { StopMovingToPosition(); // Give up pathfinding to that destination. @@ -174,15 +193,22 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk) } case ePathFinderStatus::PATH_FOUND: { - if (--m_GiveUpCounter == 0) + if (m_NoMoreWayPoints || (--m_GiveUpCounter == 0)) { ResetPathFinding(); // Try to calculate a path again. return false; } - else if (!m_Path->IsLastPoint() && (m_Path->IsFirstPoint() || ReachedNextWaypoint())) // Have we arrived at the next cell, as denoted by m_NextWayPointPosition? + else if (!m_Path->IsLastPoint()) // Have we arrived at the next cell, as denoted by m_NextWayPointPosition? + { + if ((m_Path->IsFirstPoint() || ReachedNextWaypoint())) + { + m_NextWayPointPosition = Vector3d(0.5, 0, 0.5) + m_Path->GetNextPoint(); + m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition. + } + } + else { - m_NextWayPointPosition = Vector3d(0.5, 0, 0.5) + m_Path->GetNextPoint(); - m_GiveUpCounter = 40; // Give up after 40 ticks (2 seconds) if failed to reach m_NextWayPointPosition. + m_NoMoreWayPoints = true; } return true; } @@ -199,10 +225,12 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk) { if (m_JumpCoolDown == 0) { - // We're not moving (or barely moving), and waypoint is above us, it means we are hitting something and we should jump. - if ((GetSpeedX() < 0.1) && (GetSpeedZ() < 0.1) && DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y))) + if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y))) { - if (IsOnGround() || IsSwimming()) + if ( + (IsOnGround() && (GetSpeedX() == 0) && (GetSpeedY() == 0)) || + (IsSwimming() && (m_GiveUpCounter < 15)) + ) { m_bOnGround = false; m_JumpCoolDown = 20; @@ -252,6 +280,103 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk) +bool cMonster::EnsureProperDestination(cChunk & a_Chunk) +{ + cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x), FloorC(m_FinalDestination.z)); + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + + if ((Chunk == nullptr) || !Chunk->IsValid()) + { + return false; + } + + int RelX = FloorC(m_FinalDestination.x) - Chunk->GetPosX() * cChunkDef::Width; + int RelZ = FloorC(m_FinalDestination.z) - Chunk->GetPosZ() * cChunkDef::Width; + + // If destination in the air, first try to go 1 block north, or east, or west. + // This fixes the player leaning issue. + // If that failed, we instead go down to the lowest air block. + Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta); + if (!cBlockInfo::IsSolid(BlockType)) + { + bool InTheAir = true; + int x, z; + for (z = -1; z <= 1; ++z) + { + for (x = -1; x <= 1; ++x) + { + if ((x==0) && (z==0)) + { + continue; + } + Chunk = a_Chunk.GetNeighborChunk(FloorC(m_FinalDestination.x+x), FloorC(m_FinalDestination.z+z)); + if ((Chunk == nullptr) || !Chunk->IsValid()) + { + return false; + } + RelX = FloorC(m_FinalDestination.x+x) - Chunk->GetPosX() * cChunkDef::Width; + RelZ = FloorC(m_FinalDestination.z+z) - Chunk->GetPosZ() * cChunkDef::Width; + Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta); + if (cBlockInfo::IsSolid(BlockType)) + { + m_FinalDestination.x += x; + m_FinalDestination.z += z; + InTheAir = false; + goto breakBothLoops; + } + } + } + breakBothLoops: + + // Go down to the lowest air block. + if (InTheAir) + { + while (m_FinalDestination.y > 0) + { + Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y) - 1, RelZ, BlockType, BlockMeta); + if (cBlockInfo::IsSolid(BlockType)) + { + break; + } + m_FinalDestination.y -= 1; + } + } + } + + // If destination in water, go up to the highest water block. + // If destination in solid, go up to first air block. + bool InWater = false; + while (m_FinalDestination.y < cChunkDef::Height) + { + Chunk->GetBlockTypeMeta(RelX, FloorC(m_FinalDestination.y), RelZ, BlockType, BlockMeta); + if (BlockType == E_BLOCK_STATIONARY_WATER) + { + InWater = true; + } + else if (cBlockInfo::IsSolid(BlockType)) + { + InWater = false; + } + else + { + break; + } + m_FinalDestination.y += 1; + } + if (InWater) + { + m_FinalDestination.y -= 1; + } + + + return true; +} + + + + + void cMonster::MoveToPosition(const Vector3d & a_Position) { m_FinalDestination = a_Position; @@ -292,7 +417,7 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) if (m_Health <= 0) { - // The mob is dead, but we're still animating the "puff" they leave when they die + // 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)) { @@ -310,11 +435,19 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) m_Target = nullptr; } - // Process the undead burning in daylight + // Process the undead burning in daylight. 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) && + !WouldBurnAt(GetPosition(), *Chunk) + ) { // 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(); @@ -373,21 +506,29 @@ void cMonster::SetPitchAndYawFromDestination() } } + + + Vector3d BodyDistance = m_NextWayPointPosition - GetPosition(); + double BodyRotation, BodyPitch; + BodyDistance.Normalize(); + VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch); + SetYaw(BodyRotation); + Vector3d Distance = FinalDestination - GetPosition(); { - double Rotation, Pitch; + double HeadRotation, HeadPitch; Distance.Normalize(); - VectorToEuler(Distance.x, Distance.y, Distance.z, Rotation, Pitch); - SetHeadYaw(Rotation); - SetPitch(-Pitch); - } - - { - Vector3d BodyDistance = m_NextWayPointPosition - GetPosition(); - double Rotation, Pitch; - BodyDistance.Normalize(); - VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, Rotation, Pitch); - SetYaw(Rotation); + VectorToEuler(Distance.x, Distance.y, Distance.z, HeadRotation, HeadPitch); + if (std::abs(BodyRotation - HeadRotation) < 120) + { + SetHeadYaw(HeadRotation); + SetPitch(-HeadPitch); + } + else // We're not an owl. If it's more than 120, don't look behind and instead look at where you're walking. + { + SetHeadYaw(BodyRotation); + SetPitch(-BodyPitch); + } } } @@ -886,7 +1027,7 @@ cMonster * cMonster::NewMonsterFromType(eMonsterType a_MobType) { case mtMagmaCube: { - toReturn = new cMagmaCube(Random.NextInt(2) + 1); + toReturn = new cMagmaCube(1 << Random.NextInt(3)); // Size 1, 2 or 4 break; } case mtSlime: @@ -1098,12 +1239,19 @@ void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn) bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk) { - int RelX = FloorC(a_Location.x) - a_Chunk.GetPosX() * cChunkDef::Width; + cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(a_Location.x), FloorC(a_Location.z)); + if ((Chunk == nullptr) || (!Chunk->IsValid())) + { + return false; + } + + int RelX = FloorC(a_Location.x) - Chunk->GetPosX() * cChunkDef::Width; int RelY = FloorC(a_Location.y); - int RelZ = FloorC(a_Location.z) - a_Chunk.GetPosZ() * cChunkDef::Width; + int RelZ = FloorC(a_Location.z) - Chunk->GetPosZ() * cChunkDef::Width; + if ( - (a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight - (a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand + (Chunk->GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight + (Chunk->GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand (GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining ) @@ -1121,7 +1269,3 @@ cMonster::eFamily cMonster::GetMobFamily(void) const { return FamilyFromType(m_MobType); } - - - - |