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path: root/src/Mobs/AggressiveMonster.cpp
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#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "AggressiveMonster.h"

#include "../World.h"
#include "../Entities/Player.h"
#include "../Tracer.h"





cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
	super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height)
{
	m_EMPersonality = AGGRESSIVE;
}





// What to do if in Chasing State
void cAggressiveMonster::InStateChasing(float a_Dt)
{
	super::InStateChasing(a_Dt);

	if (m_Target != NULL)
	{
		if (m_Target->IsPlayer())
		{
			if (((cPlayer *)m_Target)->IsGameModeCreative())
			{
				m_EMState = IDLE;
				return;
			}
		}

		if (!IsMovingToTargetPosition())
		{
			MoveToPosition(m_Target->GetPosition());
		}
	}
} 





void cAggressiveMonster::EventSeePlayer(cEntity * a_Entity)
{
	if (!((cPlayer *)a_Entity)->IsGameModeCreative())
	{
		super::EventSeePlayer(a_Entity);
		m_EMState = CHASING;
	}
}





void cAggressiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
{
	super::Tick(a_Dt, a_Chunk);

	if (m_EMState == CHASING)
	{
		CheckEventLostPlayer();
	}
	else
	{
		CheckEventSeePlayer();
	}

	if (m_Target == NULL)
		return;

	cTracer LineOfSight(GetWorld());
	Vector3d AttackDirection(m_Target->GetPosition() - GetPosition());

	if (ReachedFinalDestination() && !LineOfSight.Trace(GetPosition(), AttackDirection, (int)AttackDirection.Length()))
	{
		// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
		Attack(a_Dt / 1000);
	}
}





void cAggressiveMonster::Attack(float a_Dt)
{
	m_AttackInterval += a_Dt * m_AttackRate;

	if ((m_Target != NULL) && (m_AttackInterval > 3.0))
	{
		// Setting this higher gives us more wiggle room for attackrate
		m_AttackInterval = 0.0;
		m_Target->TakeDamage(dtMobAttack, this, m_AttackDamage, 0);
	}
}




bool cAggressiveMonster::IsMovingToTargetPosition()
{
	static const float epsilon = 0.000000000001f;
	// Difference between destination x and target x is negligible (to 10^-12 precision)
	if (fabsf((float)m_FinalDestination.x - (float)m_Target->GetPosX()) < epsilon)
	{
		return false;
	}
	// Difference between destination z and target z is negligible (to 10^-12 precision)
	else if (fabsf((float)m_FinalDestination.z - (float)m_Target->GetPosZ()) > epsilon)
	{
		return false;
	}
	return true;
}