Rewritten entities so that they are owned by individual chunks and ticked within their chunk's Tick()
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1385 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
+23
-28
@@ -87,9 +87,9 @@ bool cMonster::ReachedDestination()
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void cMonster::Tick(float a_Dt, MTRand & a_TickRandom)
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void cMonster::Tick(float a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_TickRandom);
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super::Tick(a_Dt, a_Chunk);
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if (m_Health <= 0)
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{
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@@ -145,7 +145,6 @@ void cMonster::Tick(float a_Dt, MTRand & a_TickRandom)
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HandlePhysics(a_Dt);
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BroadcastMovementUpdate();
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MoveToCorrectChunk();
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Vector3d Distance = m_Destination - GetPosition();
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if (Distance.SqrLength() > 0.1f)
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@@ -163,20 +162,20 @@ void cMonster::Tick(float a_Dt, MTRand & a_TickRandom)
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case IDLE:
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{
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// If enemy passive we ignore checks for player visibility
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InStateIdle(a_Dt, a_TickRandom);
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InStateIdle(a_Dt);
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break;
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}
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case CHASING:
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{
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// If we do not see a player anymore skip chasing action
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InStateChasing(a_Dt, a_TickRandom);
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InStateChasing(a_Dt);
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break;
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}
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case ESCAPING:
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{
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InStateEscaping(a_Dt, a_TickRandom);
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InStateEscaping(a_Dt);
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break;
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}
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} // switch (m_EMState)
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@@ -227,8 +226,6 @@ void cMonster::ReplicateMovement()
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m_LastPosZ = GetPosZ();
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m_bDirtyPosition = false;
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}
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MoveToCorrectChunk();
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}
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@@ -374,14 +371,14 @@ void cMonster::SetState(const AString & a_State)
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//Checks to see if EventSeePlayer should be fired
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//monster sez: Do I see the player
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void cMonster::CheckEventSeePlayer(MTRand & a_TickRandom)
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void cMonster::CheckEventSeePlayer(void)
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{
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// TODO: Rewrite this to use cWorld's DoWithPlayers()
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cPlayer * Closest = FindClosestPlayer();
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if (Closest != NULL)
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{
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EventSeePlayer(Closest, a_TickRandom);
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EventSeePlayer(Closest);
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}
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}
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@@ -389,10 +386,8 @@ void cMonster::CheckEventSeePlayer(MTRand & a_TickRandom)
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void cMonster::CheckEventLostPlayer(MTRand & a_TickRandom)
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void cMonster::CheckEventLostPlayer(void)
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{
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UNUSED(a_TickRandom);
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Vector3f pos;
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cTracer LineOfSight(GetWorld());
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@@ -416,12 +411,10 @@ void cMonster::CheckEventLostPlayer(MTRand & a_TickRandom)
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// What to do if player is seen
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// default to change state to chasing
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void cMonster::EventSeePlayer(cEntity * a_SeenPlayer, MTRand & a_TickRandom)
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void cMonster::EventSeePlayer(cEntity * a_SeenPlayer)
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{
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UNUSED(a_TickRandom);
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m_Target = a_SeenPlayer;
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AddReference( m_Target );
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AddReference(m_Target);
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}
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@@ -431,7 +424,7 @@ void cMonster::EventSeePlayer(cEntity * a_SeenPlayer, MTRand & a_TickRandom)
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void cMonster::EventLosePlayer(void)
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{
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Dereference(m_Target);
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m_Target = 0;
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m_Target = NULL;
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m_EMState = IDLE;
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}
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@@ -440,24 +433,28 @@ void cMonster::EventLosePlayer(void)
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// What to do if in Idle State
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void cMonster::InStateIdle(float a_Dt, MTRand & a_TickRandom)
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void cMonster::InStateIdle(float a_Dt)
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{
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idle_interval += a_Dt;
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if (idle_interval > 1)
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{
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// at this interval the results are predictable
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int rem = (a_TickRandom.randInt() % 6) + 1;
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int rem = m_World->GetTickRandomNumber(6) + 1;
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// LOGD("Moving: int: %3.3f rem: %i",idle_interval,rem);
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idle_interval -= 1; // So nothing gets dropped when the server hangs for a few seconds
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Vector3f Dist;
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Dist.x = (float)((a_TickRandom.randInt() % 11) - 5);
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Dist.z = (float)((a_TickRandom.randInt() % 11) - 5);
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Dist.x = (float)(m_World->GetTickRandomNumber(10) - 5);
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Dist.z = (float)(m_World->GetTickRandomNumber(10) - 5);
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if ((Dist.SqrLength() > 2) && (rem >= 3))
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{
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m_Destination.x = (float)(GetPosX() + Dist.x);
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m_Destination.z = (float)(GetPosZ() + Dist.z);
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m_Destination.y = (float)GetWorld()->GetHeight((int)m_Destination.x, (int)m_Destination.z) + 1.2f;
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MoveToPosition(m_Destination);
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int PosY;
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if (m_World->TryGetHeight((int)m_Destination.x, (int)m_Destination.z, PosY))
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{
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m_Destination.y = (float)PosY + 1.2f;
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MoveToPosition(m_Destination);
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}
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}
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}
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}
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@@ -468,10 +465,9 @@ void cMonster::InStateIdle(float a_Dt, MTRand & a_TickRandom)
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// What to do if in Chasing State
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// This state should always be defined in each child class
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void cMonster::InStateChasing(float a_Dt, MTRand & a_TickRandom)
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void cMonster::InStateChasing(float a_Dt)
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{
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UNUSED(a_Dt);
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UNUSED(a_TickRandom);
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}
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@@ -479,10 +475,9 @@ void cMonster::InStateChasing(float a_Dt, MTRand & a_TickRandom)
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// What to do if in Escaping State
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void cMonster::InStateEscaping(float a_Dt, MTRand & a_TickRandom)
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void cMonster::InStateEscaping(float a_Dt)
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{
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UNUSED(a_Dt);
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UNUSED(a_TickRandom);
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if (m_Target != NULL)
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{
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