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AI - Better daylight handling

This commit is contained in:
wiseoldman95
2015-05-01 20:34:24 +03:00
parent aa142757db
commit 3586f25853
6 changed files with 22 additions and 63 deletions

View File

@@ -142,7 +142,7 @@ void cMonster::TickPathFinding()
case ePathFinderStatus::PATH_NOT_FOUND:
{
FinishPathFinding();
ResetPathFinding();
break;
}
@@ -164,7 +164,7 @@ void cMonster::TickPathFinding()
}
if (m_Path->IsLastPoint())
{
FinishPathFinding();
ResetPathFinding();
}
break;
@@ -191,7 +191,7 @@ void cMonster::MoveToPosition(const Vector3d & a_Position)
void cMonster::StopMovingToPosition()
{
m_bMovingToDestination = false;
FinishPathFinding();
ResetPathFinding();
}
@@ -209,7 +209,7 @@ bool cMonster::IsCoordinateInTraversedList(Vector3i a_Coords)
/* No one should call this except the pathfinder orthe monster tick or StopMovingToPosition.
Resets the pathfinder, usually starting a brand new path, unless called from StopMovingToPosition. */
void cMonster::FinishPathFinding(void)
void cMonster::ResetPathFinding(void)
{
if (m_Path != nullptr)
{
@@ -254,6 +254,7 @@ bool cMonster::ReachedFinalDestination()
void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
GET_AND_VERIFY_CURRENT_CHUNK(Chunk, POSX_TOINT, POSZ_TOINT);
if (m_Health <= 0)
{
@@ -276,7 +277,8 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
// Burning in daylight
HandleDaylightBurning(a_Chunk);
bool WouldBurnRightNow = WouldBurnAt(GetPosition(), *Chunk); // cached so that we use it twice, spares some cycles.
HandleDaylightBurning(*Chunk, WouldBurnRightNow);
@@ -300,7 +302,12 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
if (--m_GiveUpCounter == 0)
{
FinishPathFinding();
ResetPathFinding(); // Not to be confused with StopMovingToPosition, this just discards the current path and calculates another.
}
else if (m_BurnsInDaylight && WouldBurnAt(m_Destination, *Chunk) && !WouldBurnRightNow && (m_TicksSinceLastDamaged == 100))
{
// 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:
StopMovingToPosition();
}
else
{
@@ -1091,7 +1098,7 @@ void cMonster::AddRandomWeaponDropItem(cItems & a_Drops, short a_LootingLevel)
void cMonster::HandleDaylightBurning(cChunk & a_Chunk)
void cMonster::HandleDaylightBurning(cChunk & a_Chunk, bool WouldBurn)
{
if (!m_BurnsInDaylight)
{
@@ -1110,7 +1117,7 @@ void cMonster::HandleDaylightBurning(cChunk & a_Chunk)
return;
}
if (WouldBurnAt(GetPosition(), a_Chunk))
if (!IsOnFire() && WouldBurn)
{
// Burn for 100 ticks, then decide again
StartBurning(100);
@@ -1129,7 +1136,6 @@ bool cMonster::WouldBurnAt(Vector3d a_Location, cChunk & a_Chunk)
(a_Chunk.GetSkyLight(RelX, RelY, RelZ) == 15) && // In the daylight
(a_Chunk.GetBlock(RelX, RelY, RelZ) != E_BLOCK_SOULSAND) && // Not on soulsand
(GetWorld()->GetTimeOfDay() < (12000 + 1000)) && // It is nighttime
!IsOnFire() && // Not already burning
GetWorld()->IsWeatherSunnyAt(POSX_TOINT, POSZ_TOINT) // Not raining
)
{