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-rw-r--r--src/Mobs/Monster.cpp121
1 files changed, 94 insertions, 27 deletions
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index f3f8c6b24..a29d67d15 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)
@@ -147,10 +147,15 @@ 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();
+ }
}
}
@@ -161,12 +166,21 @@ bool cMonster::TickPathFinding(cChunk & 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.
@@ -179,15 +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;
}
@@ -269,21 +290,59 @@ bool cMonster::EnsureProperDestination(cChunk & a_Chunk)
{
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, go down to the lowest air block.
- while (m_FinalDestination.y > 0)
+ // 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))
{
- 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)
{
- break;
+ 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;
+ }
+ }
}
- m_FinalDestination.y -= 1;
- }
+ 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.
@@ -447,21 +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 (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);
+ }
}
}