(duplicate) AI - Livestock escape fixed, water jumping fixed
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@@ -156,6 +156,11 @@ bool cMonster::TickPathFinding(cChunk & a_Chunk)
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if (m_Path == nullptr)
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{
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if (!EnsureProperDestination(a_Chunk))
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{
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StopMovingToPosition(); // Invalid chunks, probably world is loading or something, cancel movement.
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return false;
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}
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m_PathFinderDestination = m_FinalDestination;
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m_Path = new cPath(a_Chunk, GetPosition().Floor(), m_PathFinderDestination.Floor(), 20);
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}
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@@ -199,10 +204,12 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
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{
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if (m_JumpCoolDown == 0)
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{
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// We're not moving (or barely moving), and waypoint is above us, it means we are hitting something and we should jump.
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if ((GetSpeedX() < 0.1) && (GetSpeedZ() < 0.1) && DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
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if (DoesPosYRequireJump(FloorC(m_NextWayPointPosition.y)))
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{
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if (IsOnGround() || IsSwimming())
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if (
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(IsOnGround() && (GetSpeedX() == 0) && (GetSpeedY() == 0)) ||
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(IsSwimming() && (m_GiveUpCounter < 15))
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)
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{
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m_bOnGround = false;
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m_JumpCoolDown = 20;
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@@ -252,6 +259,63 @@ void cMonster::MoveToWayPoint(cChunk & a_Chunk)
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bool cMonster::EnsureProperDestination(cChunk & a_Chunk)
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{
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cChunk * Chunk = a_Chunk.GetNeighborChunk(m_FinalDestination.x, m_FinalDestination.z);
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BLOCKTYPE BlockType;
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NIBBLETYPE BlockMeta;
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int RelX = m_FinalDestination.x - Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = m_FinalDestination.z - Chunk->GetPosZ() * cChunkDef::Width;
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if ((Chunk == nullptr) || !Chunk->IsValid())
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{
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return false;
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}
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// If destination in the air, go down to the lowest air block.
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while (m_FinalDestination.y > 0)
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{
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Chunk->GetBlockTypeMeta(RelX, m_FinalDestination.y - 1, RelZ, BlockType, BlockMeta);
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if (cBlockInfo::IsSolid(BlockType))
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{
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break;
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}
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m_FinalDestination.y -= 1;
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}
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// If destination in water, go up to the highest water block.
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// If destination in solid, go up to first air block.
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bool InWater = false;
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while (m_FinalDestination.y < cChunkDef::Height)
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{
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Chunk->GetBlockTypeMeta(RelX, m_FinalDestination.y, RelZ, BlockType, BlockMeta);
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if (BlockType == E_BLOCK_STATIONARY_WATER)
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{
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InWater = true;
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}
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else if (cBlockInfo::IsSolid(BlockType))
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{
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InWater = false;
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}
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else
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{
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break;
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}
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m_FinalDestination.y += 1;
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}
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if (InWater)
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{
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m_FinalDestination.y -= 1;
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}
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return true;
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}
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void cMonster::MoveToPosition(const Vector3d & a_Position)
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{
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m_FinalDestination = a_Position;
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@@ -292,7 +356,7 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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if (m_Health <= 0)
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{
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// The mob is dead, but we're still animating the "puff" they leave when they die
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// The mob is dead, but we're still animating the "puff" they leave when they die.
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m_DestroyTimer += a_Dt;
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if (m_DestroyTimer > std::chrono::seconds(1))
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{
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@@ -310,7 +374,7 @@ void cMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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m_Target = nullptr;
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}
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// Process the undead burning in daylight
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// Process the undead burning in daylight.
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HandleDaylightBurning(*Chunk, WouldBurnAt(GetPosition(), *Chunk));
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if (TickPathFinding(*Chunk))
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{
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@@ -1121,7 +1185,3 @@ cMonster::eFamily cMonster::GetMobFamily(void) const
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{
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return FamilyFromType(m_MobType);
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}
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