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#include "stdafx.h"
#include "net.minecraft.world.entity.h"
#include "net.minecraft.world.entity.ai.control.h"
#include "net.minecraft.world.entity.ai.navigation.h"
#include "net.minecraft.world.entity.ai.util.h"
#include "net.minecraft.world.phys.h"
#include "SharedConstants.h"
#include "RandomStrollGoal.h"
RandomStrollGoal::RandomStrollGoal(PathfinderMob *mob, double speedModifier)
{
this->mob = mob;
this->speedModifier = speedModifier;
setRequiredControlFlags(Control::MoveControlFlag | Control::LookControlFlag);
}
bool RandomStrollGoal::canUse()
{
// 4J - altered a little so we can do some more random strolling when appropriate, to try and move any animals that aren't confined to a fenced-off region far enough to determine we can despawn them
if (mob->getNoActionTime() < SharedConstants::TICKS_PER_SECOND * 5)
{
if (mob->getRandom()->nextInt(120) == 0)
{
Vec3 *pos = RandomPos::getPos(dynamic_pointer_cast<PathfinderMob>(mob->shared_from_this()), 10, 7);
if (pos == nullptr) return false;
wantedX = pos->x;
wantedY = pos->y;
wantedZ = pos->z;
return true;
}
}
else
{
// This entity wouldn't normally be randomly strolling. However, if our management system says that it should do, then do. Don't
// bother waiting for random conditions to be met before picking a direction though as the point here is to see if it is possible to
// stroll out of a given area and so waiting around is just wasting time
if( mob->isExtraWanderingEnabled() )
{
Vec3 *pos = RandomPos::getPos(dynamic_pointer_cast<PathfinderMob>(mob->shared_from_this()), 10, 7,mob->getWanderingQuadrant());
if (pos == nullptr) return false;
wantedX = pos->x;
wantedY = pos->y;
wantedZ = pos->z;
return true;
}
}
return false;
}
bool RandomStrollGoal::canContinueToUse()
{
return !mob->getNavigation()->isDone();
}
void RandomStrollGoal::start()
{
mob->getNavigation()->moveTo(wantedX, wantedY, wantedZ, speedModifier);
}
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