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#pragma once
#include "../Entities/Pawn.h"
#include "MonsterTypes.h"
#include "PathFinder.h"
#include "Behaviors/BehaviorWanderer.h"
#include "MobPointer.h"
#include <vector>
class cItem;
class cClientHandle;
//Behavior fwds
class cBehaviorBreeder;
class cBehaviorAttacker;
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.
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(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
// mobTodo - MoveToPosition export is probably broken. The AI will keep overriding the
// destination.
/** Stops pathfinding. Calls ResetPathFinding and sets m_IsFollowingPath to false */
void StopMovingToPosition();
// 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 SetLookingAt(cPawn * a_NewTarget);
/** 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 for the rare occasion where we need "polymorphism"
// Currently only for attacking and breeding.
cBehaviorBreeder * GetBehaviorBreeder();
const cBehaviorBreeder * GetBehaviorBreeder() const;
cBehaviorAttacker * GetBehaviorAttacker();\
cBehaviorBreeder * m_BehaviorBreederPointer;
cBehaviorAttacker * m_BehaviorAttackerPointer;
// Polymorphic monster-specific functions that behaviors may use
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);
/** If a behavior calls this within its tick, it will be the only behavior
that gets to tick until UnpinBehavior is called. ControlDesired will no
longer be called for any tick until unpinning is done. MUST be called
from the tick function of a behavior. */
void PinBehavior(cBehavior * a_Behavior);
/** Unpins the behavior and ticking goes back to normal. MUST be called
on the same behavior pointer that called PinBehavior. */
void UnpinBehavior(cBehavior * a_Behavior);
/** Returns a reference to this mob's pathfinder. Typically used by behaviors
to tweak pathfinding behavior as they gain or release control of the mob. */
cPathFinder & GetPathFinder();
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);
/** 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 lookingAt */
cMobPointer m_LookingAt;
/** 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;
cBehavior * m_PinnedBehavior;
enum TickState{NewControlStarting, OldControlEnding, Normal} m_TickControllingBehaviorState;
int m_TicksSinceLastDamaged; // How many ticks ago were we last damaged by a player?
} ; // tolua_export
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