diff options
Diffstat (limited to 'src/Mobs')
-rw-r--r-- | src/Mobs/Monster.cpp | 93 | ||||
-rw-r--r-- | src/Mobs/Monster.h | 10 | ||||
-rw-r--r-- | src/Mobs/Path.cpp | 25 |
3 files changed, 93 insertions, 35 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp index 37774b08f..84f58ff85 100644 --- a/src/Mobs/Monster.cpp +++ b/src/Mobs/Monster.cpp @@ -156,6 +156,11 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk) if (m_Path == nullptr) { + if (!EnsureProperDestination(a_Chunk)) + { + StopMovingToPosition(); // Invalid chunks, probably world is loading or something, cancel movement. + return false; + } m_PathFinderDestination = m_FinalDestination; m_Path = new cPath(a_Chunk, GetPosition().Floor(), m_PathFinderDestination.Floor(), 20); } @@ -199,10 +204,12 @@ 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 +259,63 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk) +bool cMonster::EnsureProperDestination(cChunk & a_Chunk) +{ + cChunk * Chunk = a_Chunk.GetNeighborChunk(m_FinalDestination.x, m_FinalDestination.z); + BLOCKTYPE BlockType; + NIBBLETYPE BlockMeta; + int RelX = m_FinalDestination.x - Chunk->GetPosX() * cChunkDef::Width; + int RelZ = m_FinalDestination.z - Chunk->GetPosZ() * cChunkDef::Width; + if ((Chunk == nullptr) || !Chunk->IsValid()) + { + return false; + } + + // If destination in the air, go down to the lowest air block. + while (m_FinalDestination.y > 0) + { + Chunk->GetBlockTypeMeta(RelX, 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, 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 +356,7 @@ 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 +374,19 @@ 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(); @@ -1098,6 +1170,11 @@ void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn) bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk) { + cChunk * Chunk = a_Chunk.GetNeighborChunk(FloorC(m_NextWayPointPosition.x), FloorC(m_NextWayPointPosition.z)); + if ((Chunk == nullptr) || (!Chunk->IsValid())) + { + return false; + } int RelX = FloorC(a_Location.x) - a_Chunk.GetPosX() * cChunkDef::Width; int RelY = FloorC(a_Location.y); int RelZ = FloorC(a_Location.z) - a_Chunk.GetPosZ() * cChunkDef::Width; @@ -1121,7 +1198,3 @@ cMonster::eFamily cMonster::GetMobFamily(void) const { return FamilyFromType(m_MobType); } - - - - diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h index c7f38c9f7..a2295777a 100644 --- a/src/Mobs/Monster.h +++ b/src/Mobs/Monster.h @@ -203,8 +203,18 @@ protected: Returns if a path is ready, and therefore if the mob should move to m_NextWayPointPosition */ bool TickPathFinding(cChunk & a_Chunk); + + /** Move in a straight line to the next waypoint in the path, will jump if needed. */ void MoveToWayPoint(cChunk & a_Chunk); + /** Ensures the destination is not buried underground or under water. Also ensures the destination is not in the air. + Only the Y coordinate of m_FinalDestination might be changed. + 1. If m_FinalDestination is the position of a water block, m_FinalDestination's Y will be modified to point to the heighest water block in the pool in the current column. + 2. If m_FinalDestination is the position of a solid, m_FinalDestination's Y will be modified to point to the first airblock above the solid in the current column. + 3. If m_FinalDestination is the position of an air block, Y will keep decreasing until hitting either a solid or water. + Now either 1 or 2 is performed. */ + bool EnsureProperDestination(cChunk & a_Chunk); + /** Resets a pathfinding task, be it due to failure or something else Resets the pathfinder. If m_IsFollowingPath is true, TickPathFinding starts a brand new path. Should only be called by the pathfinder, cMonster::Tick or StopMovingToPosition. */ diff --git a/src/Mobs/Path.cpp b/src/Mobs/Path.cpp index 60f88f525..6fc9e06c3 100644 --- a/src/Mobs/Path.cpp +++ b/src/Mobs/Path.cpp @@ -54,31 +54,6 @@ cPath::cPath( return; } - // If destination in water, set water surface as destination. - cChunk * Chunk = m_Chunk->GetNeighborChunk(m_Destination.x, m_Destination.z); - if ((Chunk != nullptr) && Chunk->IsValid()) - { - BLOCKTYPE BlockType; - NIBBLETYPE BlockMeta; - int RelX = m_Destination.x - Chunk->GetPosX() * cChunkDef::Width; - int RelZ = m_Destination.z - Chunk->GetPosZ() * cChunkDef::Width; - bool inwater = false; - for (;;) - { - Chunk->GetBlockTypeMeta(RelX, m_Destination.y, RelZ, BlockType, BlockMeta); - if (BlockType != E_BLOCK_STATIONARY_WATER) - { - break; - } - inwater = true; - m_Destination+=Vector3d(0, 1, 0); - } - if (inwater) - { - m_Destination+=Vector3d(0, -1, 0); - } - } - m_Status = ePathFinderStatus::CALCULATING; m_StepsLeft = a_MaxSteps; |