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authorLogicParrot <LogicParrot@users.noreply.github.com>2017-08-22 19:54:36 +0200
committerLogicParrot <LogicParrot@users.noreply.github.com>2017-08-22 19:55:30 +0200
commit10a5271501670fc5f7066bbeefc63cd106351672 (patch)
tree9bc1ef775ae6ded57b465266c01cd83b664747ed /src/Mobs/Monster.cpp
parentd (diff)
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Diffstat (limited to 'src/Mobs/Monster.cpp')
-rw-r--r--src/Mobs/Monster.cpp80
1 files changed, 7 insertions, 73 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index fe2809f28..9afdce562 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -19,6 +19,9 @@
#include "PathFinder.h"
#include "../Entities/LeashKnot.h"
+// Temporary pathfinder hack
+#include "Behaviors/BehaviorDayLightBurner.h"
+
@@ -326,9 +329,6 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
}
- // Process the undead burning in daylight.
- HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
-
bool a_IsFollowingPath = false;
if (m_PathfinderActivated)
{
@@ -348,9 +348,9 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
2. I was not hurt by a player recently.
Then STOP. */
if (
- (GetBehaviorDaylightBurner() != nullptr) && ((m_TicksSinceLastDamaged >= 100) || (m_EMState == IDLE)) &&
- WouldBurnAt(m_NextWayPointPosition, *Chunk) &&
- !WouldBurnAt(GetPosition(), *Chunk)
+ (GetBehaviorDayLightBurner() != nullptr) && ((m_TicksSinceLastDamaged >= 100) || (m_EMState == IDLE)) &&
+ GetBehaviorDayLightBurner()->WouldBurnAt(m_NextWayPointPosition, *Chunk) &&
+ !(GetBehaviorDayLightBurner()->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:
@@ -1177,7 +1177,7 @@ cBehaviorWanderer * cMonster::GetBehaviorWanderer()
-cBehaviorWanderer * cMonster::GetBehaviorDaylightBurner()
+cBehaviorDayLightBurner * cMonster::GetBehaviorDayLightBurner()
{
return nullptr;
}
@@ -1422,72 +1422,6 @@ void cMonster::AddRandomWeaponDropItem(cItems & a_Drops, unsigned int a_LootingL
-bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
-{
- // If the Y coord is out of range, return the most logical result without considering anything else:
- int RelY = FloorC(a_Location.y);
- if (RelY < 0)
- {
- // Never burn under the world
- return false;
- }
- if (RelY >= cChunkDef::Height)
- {
- // Always burn above the world
- return true;
- }
- if (RelY <= 0)
- {
- // The mob is about to die, no point in burning
- return false;
- }
-
- PREPARE_REL_AND_CHUNK(a_Location, a_Chunk);
- if (!RelSuccess)
- {
- return false;
- }
-
- if (
- (Chunk->GetBlock(Rel.x, Rel.y, Rel.z) != E_BLOCK_SOULSAND) && // Not on soulsand
- (GetWorld()->GetTimeOfDay() < 12000 + 1000) && // Daytime
- GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining
- )
- {
- int MobHeight = FloorC(a_Location.y + GetHeight()) - 1; // The block Y coord of the mob's head
- if (MobHeight >= cChunkDef::Height)
- {
- return true;
- }
- // Start with the highest block and scan down to the mob's head.
- // If a non transparent is found, return false (do not burn). Otherwise return true.
- // Note that this loop is not a performance concern as transparent blocks are rare and the loop almost always bailes out
- // instantly.(An exception is e.g. standing under a long column of glass).
- int CurrentBlock = Chunk->GetHeight(Rel.x, Rel.z);
- while (CurrentBlock >= MobHeight)
- {
- BLOCKTYPE Block = Chunk->GetBlock(Rel.x, CurrentBlock, Rel.z);
- if (
- // Do not burn if a block above us meets one of the following conditions:
- (!cBlockInfo::IsTransparent(Block)) ||
- (Block == E_BLOCK_LEAVES) ||
- (Block == E_BLOCK_NEW_LEAVES) ||
- (IsBlockWater(Block))
- )
- {
- return false;
- }
- --CurrentBlock;
- }
- return true;
-
- }
- return false;
-}
-
-
-
-
cMonster::eFamily cMonster::GetMobFamily(void) const
{