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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "BehaviorWanderer.h"
#include "../Monster.h"
#include "../../Chunk.h"
#include "../../World.h"
cBehaviorWanderer::cBehaviorWanderer() : m_IdleInterval(0)
{
}
void cBehaviorWanderer::AttachToMonster(cMonster & a_Parent)
{
LOGD("mobDebug - Behavior Wanderer: Attach");
m_Parent = &a_Parent;
m_Parent->AttachTickBehavior(this);
}
bool cBehaviorWanderer::IsControlDesired(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
// Wandering behavior always happily accepts control.
// It should therefore be the last one attached to a monster.
UNUSED(a_Dt);
UNUSED(a_Chunk);
return true;
}
bool cBehaviorWanderer::ControlStarting(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
UNUSED(a_Dt);
UNUSED(a_Chunk);
m_Parent->GetPathFinder().SetDontCare(true); // We don't care we're we are going when
// wandering. If a path is not found, the pathfinder just modifies our destination.
return true;
}
bool cBehaviorWanderer::ControlEnding(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
UNUSED(a_Dt);
UNUSED(a_Chunk);
m_Parent->GetPathFinder().SetDontCare(false);
return true;
}
void cBehaviorWanderer::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
if (m_Parent->IsPathFinderActivated())
{
return; // Still getting there
}
m_IdleInterval += a_Dt;
if (m_IdleInterval > std::chrono::seconds(1))
{
// At this interval the results are predictable
int rem = m_Parent->GetWorld()->GetTickRandomNumber(6) + 1;
m_IdleInterval -= std::chrono::seconds(1); // So nothing gets dropped when the server hangs for a few seconds
Vector3d Dist;
Dist.x = static_cast<double>(m_Parent->GetWorld()->GetTickRandomNumber(10)) - 5.0;
Dist.z = static_cast<double>(m_Parent->GetWorld()->GetTickRandomNumber(10)) - 5.0;
if ((Dist.SqrLength() > 2) && (rem >= 3))
{
Vector3d Destination(m_Parent->GetPosX() + Dist.x, m_Parent->GetPosition().y, m_Parent->GetPosZ() + Dist.z);
cChunk * Chunk = a_Chunk.GetNeighborChunk(static_cast<int>(Destination.x), static_cast<int>(Destination.z));
if ((Chunk == nullptr) || !Chunk->IsValid())
{
return;
}
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
int RelX = static_cast<int>(Destination.x) - Chunk->GetPosX() * cChunkDef::Width;
int RelZ = static_cast<int>(Destination.z) - Chunk->GetPosZ() * cChunkDef::Width;
int YBelowUs = static_cast<int>(Destination.y) - 1;
if (YBelowUs >= 0)
{
Chunk->GetBlockTypeMeta(RelX, YBelowUs, RelZ, BlockType, BlockMeta);
if (BlockType != E_BLOCK_STATIONARY_WATER) // Idle mobs shouldn't enter water on purpose
{
m_Parent->MoveToPosition(Destination);
}
}
}
}
}
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