#pragma once
#include "../Entities/Pawn.h"
#include "MonsterTypes.h"
#include "PathFinder.h"
#include <vector>
class cItem;
class cClientHandle;
//Behavior fwds
class cPassiveMonster;
class cBehaviorAggressive;
class cBehaviorBreeder;
class cBehaviorChaser;
class cBehaviorStriker;
class cBehaviorWanderer;
class cBehaviorDayLightBurner;
class cBehavior;
// tolua_begin
class cMonster :
public cPawn
{
typedef cPawn super;
public:
enum eFamily
{
mfHostile = 0, // Spider, Zombies ...
mfPassive = 1, // Cows, Pigs
mfAmbient = 2, // Bats
mfWater = 3, // Squid, Guardian
mfNoSpawn,
mfUnhandled, // Nothing. Be sure this is the last and the others are in order
} ;
// tolua_end
enum MPersonality{PASSIVE, AGGRESSIVE, COWARDLY} m_EMPersonality;
/** Creates the mob object.
If a_ConfigName is not empty, the configuration is loaded using GetMonsterConfig()
a_MobType is the type of the mob (also used in the protocol ( http://wiki.vg/Entities#Mobs 2012_12_22))
a_SoundHurt and a_SoundDeath are assigned into m_SoundHurt and m_SoundDeath, respectively
*/
cMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
virtual ~cMonster() override;
virtual void Destroy(bool a_ShouldBroadcast = true) override;
virtual void Destroyed() override;
CLASS_PROTODEF(cMonster)
virtual void SpawnOn(cClientHandle & a_ClientHandle) override;
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override;
virtual void KilledBy(TakeDamageInfo & a_TDI) override;
virtual void OnRightClicked(cPlayer & a_Player) override;
virtual void HandleFalling(void) override;
/** Engage pathfinder and tell it to calculate a path to a given position, and move the mob accordingly. */
virtual void MoveToPosition(const Vector3d & a_Position); // tolua_export
// tolua_begin
eMonsterType GetMobType(void) const { return m_MobType; }
eFamily GetMobFamily(void) const;
// tolua_end
// tolua_begin
/** Returns whether the mob can be leashed. */
bool CanBeLeashed() const { return m_CanBeLeashed; }
/** Sets whether the mob can be leashed, for extensibility in plugins */
void SetCanBeLeashed(bool a_CanBeLeashed) { m_CanBeLeashed = a_CanBeLeashed; }
/** Returns whether the monster is leashed to an entity. */
bool IsLeashed() const { return (m_LeashedTo != nullptr); }
/** Leash the monster to an entity. */
void LeashTo(cEntity & a_Entity, bool a_ShouldBroadcast = true);
/** Unleash the monster. Overload for the Unleash(bool, bool) function for plugins */
void Unleash(bool a_ShouldDropLeashPickup);
/** Returns the entity to where this mob is leashed, returns nullptr if it's not leashed */
cEntity * GetLeashedTo() const { return m_LeashedTo; }
// tolua_end
/** Unleash the monster. */
void Unleash(bool a_ShouldDropLeashPickup, bool a_ShouldBroadcast);
/** Sets entity position to where is leashed this mob */
void SetLeashToPos(Vector3d * pos) { m_LeashToPos = std::unique_ptr<Vector3d>(pos); }
/** Gets entity position to where mob should be leashed */
Vector3d * GetLeashToPos() const { return m_LeashToPos.get(); }
/** Reads the monster configuration for the specified monster name and assigns it to this object. */
void GetMonsterConfig(const AString & a_Name);
/** Returns whether this mob is undead (skeleton, zombie, etc.) */
virtual bool IsUndead(void);
void SetSightDistance(int a_SightDistance) { m_SightDistance = a_SightDistance; }
int GetSightDistance() { return m_SightDistance; }
float GetDropChanceWeapon() { return m_DropChanceWeapon; }
float GetDropChanceHelmet() { return m_DropChanceHelmet; }
float GetDropChanceChestplate() { return m_DropChanceChestplate; }
float GetDropChanceLeggings() { return m_DropChanceLeggings; }
float GetDropChanceBoots() { return m_DropChanceBoots; }
bool CanPickUpLoot() { return m_CanPickUpLoot; }
void SetDropChanceWeapon(float a_DropChanceWeapon) { m_DropChanceWeapon = a_DropChanceWeapon; }
void SetDropChanceHelmet(float a_DropChanceHelmet) { m_DropChanceHelmet = a_DropChanceHelmet; }
void SetDropChanceChestplate(float a_DropChanceChestplate) { m_DropChanceChestplate = a_DropChanceChestplate; }
void SetDropChanceLeggings(float a_DropChanceLeggings) { m_DropChanceLeggings = a_DropChanceLeggings; }
void SetDropChanceBoots(float a_DropChanceBoots) { m_DropChanceBoots = a_DropChanceBoots; }
void SetCanPickUpLoot(bool a_CanPickUpLoot) { m_CanPickUpLoot = a_CanPickUpLoot; }
double GetRelativeWalkSpeed(void) const { return m_RelativeWalkSpeed; } // tolua_export
void SetRelativeWalkSpeed(double a_WalkSpeed) { m_RelativeWalkSpeed = a_WalkSpeed; } // tolua_export
// Overridables to handle ageable mobs
virtual bool IsTame (void) const { return false; }
virtual bool IsSitting (void) const { return false; }
// tolua_begin
bool IsBaby (void) const { return m_Age < 0; }
int GetAge (void) const { return m_Age; }
void SetAge(int a_Age) { m_Age = a_Age; }
// tolua_end
// tolua_begin
/** Returns true if the monster has a custom name. */
bool HasCustomName(void) const { return !m_CustomName.empty(); }
/** Gets the custom name of the monster. If no custom name is set, the function returns an empty string. */
const AString & GetCustomName(void) const { return m_CustomName; }
/** Sets the custom name of the monster. You see the name over the monster.
If you want to disable the custom name, simply set an empty string. */
void SetCustomName(const AString & a_CustomName);
/** Is the custom name of this monster always visible? If not, you only see the name when you sight the mob. */
bool IsCustomNameAlwaysVisible(void) const { return m_CustomNameAlwaysVisible; }
/** Sets the custom name visiblity of this monster.
If it's false, you only see the name when you sight the mob. If it's true, you always see the custom name. */
void SetCustomNameAlwaysVisible(bool a_CustomNameAlwaysVisible);
/** Translates MobType enum to a string, empty string if unknown */
static AString MobTypeToString(eMonsterType a_MobType);
/** Translates MobType enum to the vanilla name of the mob, empty string if unknown. */
static AString MobTypeToVanillaName(eMonsterType a_MobType);
/** Translates MobType string to the enum, mtInvalidType if not recognized */
static eMonsterType StringToMobType(const AString & a_MobTypeName);
/** Returns the mob family based on the type */
static eFamily FamilyFromType(eMonsterType a_MobType);
/** Returns the spawn delay (number of game ticks between spawn attempts) for the given mob family */
static int GetSpawnDelay(cMonster::eFamily a_MobFamily);
// tolua_end
/** Translates the MobType enum to the vanilla nbt name */
static AString MobTypeToVanillaNBT(eMonsterType a_MobType);
/** Sets the target that this mob will chase. Pass a nullptr to unset. */
void SetTarget (cPawn * a_NewTarget);
/** Unset the target without notifying the target entity. Do not use this, use SetTarget(nullptr) instead.
This is only used by cPawn internally. */
void UnsafeUnsetTarget();
/** Returns the current target. */
cPawn * GetTarget();
/** Creates a new object of the specified mob.
a_MobType is the type of the mob to be created
Asserts and returns null if mob type is not specified
*/
static std::unique_ptr<cMonster> NewMonsterFromType(eMonsterType a_MobType);
/** Returns if this mob last target was a player to avoid destruction on player quit */
bool WasLastTargetAPlayer() const { return m_WasLastTargetAPlayer; }
bool IsPathFinderActivated() const;
// Behavior getters (most are probably not used. mobTodo - cleanup most of them)
virtual cBehaviorBreeder * GetBehaviorBreeder();
virtual const cBehaviorBreeder * GetBehaviorBreeder() const;
virtual cBehaviorChaser * GetBehaviorChaser();
virtual cBehaviorDayLightBurner * GetBehaviorDayLightBurner(); // mobTodo this is probably temporary
// Polymorphic behavior functions ("Skin-specific")
virtual void InheritFromParents(cMonster * a_Parent1, cMonster * a_Parent2);
virtual void GetFollowedItems(cItems & a_Items);
virtual void GetBreedingItems(cItems & a_Items);
cPlayer * GetNearestPlayer();
// These should only be called from cBehavior::attachToMonster
void AttachPreTickBehavior(cBehavior * a_Behavior);
void AttachPostTickBehavior(cBehavior * a_Behavior);
void AttachTickBehavior(cBehavior * a_Behavior);
void AttachDestroyBehavior(cBehavior * a_Behavior);
void AttachRightClickBehavior(cBehavior * a_Behavior);
void AttachDoTakeDamageBehavior(cBehavior * a_Behavior);
protected:
/** Whether or not m_NearestPlayer is stale. Always true at the beginning of a tick.
When true, GetNearestPlayer() actually searches for a player, updates m_NearestPlayer, and sets it to false.
otherwise it returns m_NearestPlayer. This means we only perform 1 search per tick. */
bool m_NearestPlayerIsStale;
cPlayer * m_NearestPlayer;
/** The pathfinder instance handles pathfinding for this monster. */
cPathFinder m_PathFinder;
/** Stores if pathfinder is being used - set when final destination is set, and unset when stopped moving to final destination */
bool m_PathfinderActivated;
/** Coordinates of the next position that should be reached */
Vector3d m_NextWayPointPosition;
/** Coordinates for the ultimate, final destination. */
Vector3d m_FinalDestination;
/** Finds the lowest non-air block position (not the highest, as cWorld::GetHeight does)
If current Y is nonsolid, goes down to try to find a solid block, then returns that + 1
If current Y is solid, goes up to find first nonsolid block, and returns that.
If no suitable position is found, returns cChunkDef::Height. */
int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
/** Returns if the ultimate, final destination has been reached. */
bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < WAYPOINT_RADIUS * WAYPOINT_RADIUS); }
/** Returns whether the monster needs to jump to reach a given height. */
inline bool DoesPosYRequireJump(double a_PosY)
{
return (a_PosY > GetPosY() + 0.8); // Assume that differences up to 0.8 blocks can be walked instead of jumped
}
/** Move in a straight line to the next waypoint in the path, will jump if needed. */
void MoveToWayPoint(cChunk & a_Chunk);
/** Stops pathfinding. Calls ResetPathFinding and sets m_IsFollowingPath to false */
void StopMovingToPosition();
/** Sets the body yaw and head yaw */
void SetPitchAndYawFromDestination(bool a_IsFollowingPath);
int m_JumpCoolDown;
std::chrono::milliseconds m_IdleInterval;
std::chrono::milliseconds m_DestroyTimer;
eMonsterType m_MobType;
AString m_CustomName;
bool m_CustomNameAlwaysVisible;
AString m_SoundHurt;
AString m_SoundDeath;
int m_SightDistance; // mobTodo what to do with this?
float m_DropChanceWeapon;
float m_DropChanceHelmet;
float m_DropChanceChestplate;
float m_DropChanceLeggings;
float m_DropChanceBoots;
bool m_CanPickUpLoot;
double m_RelativeWalkSpeed;
int m_Age;
int m_AgingTimer;
bool m_WasLastTargetAPlayer;
/** Entity leashed to */
cEntity * m_LeashedTo;
/** Entity pos where this mob was leashed to. Used when deserializing the chunk in order to make the mob find the leash knot. */
std::unique_ptr<Vector3d> m_LeashToPos;
/** Mob has ben leashed or unleashed in current player action. Avoids double actions on horses. */
bool m_IsLeashActionJustDone;
/** Determines whether a monster can be leashed */
bool m_CanBeLeashed;
/** Adds a random number of a_Item between a_Min and a_Max to itemdrops a_Drops */
void AddRandomDropItem(cItems & a_Drops, unsigned int a_Min, unsigned int a_Max, short a_Item, short a_ItemHealth = 0);
/** Adds a item a_Item with the chance of a_Chance (in percent) to itemdrops a_Drops */
void AddRandomUncommonDropItem(cItems & a_Drops, float a_Chance, short a_Item, short a_ItemHealth = 0);
/** Adds one rare item out of the list of rare items a_Items modified by the looting level a_LootingLevel(I-III or custom) to the itemdrop a_Drops */
void AddRandomRareDropItem(cItems & a_Drops, cItems & a_Items, unsigned int a_LootingLevel);
/** Adds armor that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if picked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop */
void AddRandomArmorDropItem(cItems & a_Drops, unsigned int a_LootingLevel);
/** Adds weapon that is equipped with the chance saved in m_DropChance[...] (this will be greter than 1 if picked up or 0.085 + (0.01 per LootingLevel) if born with) to the drop */
void AddRandomWeaponDropItem(cItems & a_Drops, unsigned int a_LootingLevel);
private:
/** A pointer to the entity this mobile is aiming to reach.
The validity of this pointer SHALL be guaranteed by the pointee;
it MUST be reset when the pointee changes worlds or is destroyed. */
cPawn * m_Target;
/** Leash calculations inside Tick function */
void CalcLeashActions();
std::vector<cBehavior*> m_AttachedPreTickBehaviors;
std::vector<cBehavior*> m_AttachedTickBehaviors;
std::vector<cBehavior*> m_AttachedPostTickBehaviors;
std::vector<cBehavior*> m_AttachedDestroyBehaviors;
std::vector<cBehavior*> m_AttachedOnRightClickBehaviors;
std::vector<cBehavior*> m_AttachedDoTakeDamageBehaviors;
cBehavior * m_CurrentTickControllingBehavior;
cBehavior * m_NewTickControllingBehavior;
enum TickState{NewControlStarting, OldControlEnding, Normal} m_TickControllingBehaviorState;
} ; // tolua_export