Large reworking of mob code [SEE DESC]
+ Implemented better pathfinding - Removed lots of unused variables, functions, etc. * Changed some variable types * Other miscellaneous fixes, and also completes the previous PRs
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@@ -4,7 +4,6 @@
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#include "AggressiveMonster.h"
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#include "../World.h"
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#include "../Vector3f.h"
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#include "../Entities/Player.h"
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#include "../MersenneTwister.h"
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@@ -13,8 +12,7 @@
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cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
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super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height),
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m_ChaseTime(999999)
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super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height)
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{
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m_EMPersonality = AGGRESSIVE;
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}
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@@ -27,32 +25,23 @@ cAggressiveMonster::cAggressiveMonster(const AString & a_ConfigName, eType a_Mob
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void cAggressiveMonster::InStateChasing(float a_Dt)
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{
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super::InStateChasing(a_Dt);
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m_ChaseTime += a_Dt;
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if (m_Target != NULL)
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{
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if (m_Target->IsPlayer())
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{
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cPlayer * Player = (cPlayer *) m_Target;
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if (Player->IsGameModeCreative())
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if (((cPlayer *)m_Target)->IsGameModeCreative())
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{
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m_EMState = IDLE;
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return;
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}
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}
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Vector3f Pos = Vector3f( GetPosition() );
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Vector3f Their = Vector3f( m_Target->GetPosition() );
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if ((Their - Pos).Length() <= m_AttackRange)
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if (((float)m_FinalDestination.x != (float)m_Target->GetPosX()) || ((float)m_FinalDestination.z != (float)m_Target->GetPosZ()))
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{
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Attack(a_Dt);
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MoveToPosition(m_Target->GetPosition());
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}
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MoveToPosition(Their + Vector3f(0, 0.65f, 0));
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}
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else if (m_ChaseTime > 5.f)
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{
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m_ChaseTime = 0;
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m_EMState = IDLE;
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}
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}
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@@ -62,7 +51,10 @@ void cAggressiveMonster::InStateChasing(float a_Dt)
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void cAggressiveMonster::EventSeePlayer(cEntity * a_Entity)
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{
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super::EventSeePlayer(a_Entity);
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m_EMState = CHASING;
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if (!((cPlayer *)a_Entity)->IsGameModeCreative())
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{
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m_EMState = CHASING;
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}
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}
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@@ -73,25 +65,32 @@ void cAggressiveMonster::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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m_SeePlayerInterval += a_Dt;
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if (m_SeePlayerInterval > 1)
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if (m_EMState == CHASING)
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{
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int rem = m_World->GetTickRandomNumber(3) + 1; // Check most of the time but miss occasionally
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m_SeePlayerInterval = 0.0;
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if (rem >= 2)
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{
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if (m_EMState == CHASING)
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{
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CheckEventLostPlayer();
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}
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else
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{
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CheckEventSeePlayer();
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}
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}
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CheckEventLostPlayer();
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}
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else
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{
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CheckEventSeePlayer();
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}
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}
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void cAggressiveMonster::Attack(float a_Dt)
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{
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super::Attack(a_Dt);
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if ((m_Target != NULL) && (m_AttackInterval > 3.0))
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{
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// Setting this higher gives us more wiggle room for attackrate
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m_AttackInterval = 0.0;
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m_Target->TakeDamage(dtMobAttack, this, m_AttackDamage, 0);
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}
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}
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