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Mob bugfixes

* Mobs no longer require constant line-of-sight to a player to remain
aggravated
* Fixed an ASSERT
* Fixed mobs jumping
* Fixed Idle state not properly using AI
+ Added FILE_IO_PREFIX to favicon loading
+ Implemented #563
This commit is contained in:
Tiger Wang
2014-01-25 14:42:26 +00:00
parent fd7fc7e59e
commit 314fc3cdac
6 changed files with 54 additions and 26 deletions

View File

@@ -259,6 +259,17 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
if (m_bMovingToDestination)
{
if (m_bOnGround)
{
int NextHeight = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z);
if (DoesPosYRequireJump(NextHeight))
{
m_bOnGround = false;
AddPosY(1.5); // Jump!!
}
}
Vector3f Distance = m_Destination - GetPosition();
if(!ReachedDestination() && !ReachedFinalDestination()) // If we haven't reached any sort of destination, move
{
@@ -285,17 +296,6 @@ void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
TickPathFinding(); // We have reached the next point in our path, calculate another point
}
}
if(m_bOnGround)
{
int NextHeight = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z);
if (IsNextYPosReachable(NextHeight))
{
m_bOnGround = false;
SetSpeedY(5.f); // Jump!!
}
}
}
if (ReachedFinalDestination())
@@ -373,6 +373,11 @@ int cMonster::FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ)
{
int PosY = (int)floor(GetPosY());
if (PosY < 0)
PosY = 0;
else if (PosY > cChunkDef::Height)
PosY = cChunkDef::Height;
if (!g_BlockIsSolid[m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))])
{
while (!g_BlockIsSolid[m_World->GetBlock((int)floor(a_PosX), PosY, (int)floor(a_PosZ))] && (PosY > 0))
@@ -494,7 +499,7 @@ void cMonster::KilledBy(cEntity * a_Killer)
void cMonster::CheckEventSeePlayer(void)
{
// TODO: Rewrite this to use cWorld's DoWithPlayers()
cPlayer * Closest = m_World->FindClosestPlayer(GetPosition(), (float)m_SightDistance);
cPlayer * Closest = m_World->FindClosestPlayer(GetPosition(), (float)m_SightDistance, false);
if (Closest != NULL)
{
@@ -548,6 +553,11 @@ void cMonster::EventLosePlayer(void)
void cMonster::InStateIdle(float a_Dt)
{
if (m_bMovingToDestination)
{
return; // Still getting there
}
m_IdleInterval += a_Dt;
if (m_IdleInterval > 1)
@@ -557,20 +567,19 @@ void cMonster::InStateIdle(float a_Dt)
m_IdleInterval -= 1; // So nothing gets dropped when the server hangs for a few seconds
Vector3d Dist;
Dist.x = (double)m_World->GetTickRandomNumber(m_SightDistance * 2) - m_SightDistance;
Dist.z = (double)m_World->GetTickRandomNumber(m_SightDistance * 2) - m_SightDistance;
Dist.x = (double)m_World->GetTickRandomNumber(10) - 5;
Dist.z = (double)m_World->GetTickRandomNumber(10) - 5;
if ((Dist.SqrLength() > 2) && (rem >= 3))
{
m_Destination.x = GetPosX() + Dist.x;
m_Destination.z = GetPosZ() + Dist.z;
Vector3d Destination(GetPosX() + Dist.x, 0, GetPosZ() + Dist.z);
int NextHeight = FindFirstNonAirBlockPosition(m_Destination.x, m_Destination.z);
int NextHeight = FindFirstNonAirBlockPosition(Destination.x, Destination.z);
if (IsNextYPosReachable(NextHeight + 1))
if (IsNextYPosReachable(NextHeight))
{
m_Destination.y = (double)NextHeight;
MoveToPosition(m_Destination);
Destination.y = NextHeight;
MoveToPosition(Destination);
}
}
}