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Minecraft.World/EnderDragon.h
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177
Minecraft.World/EnderDragon.h
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#pragma once
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using namespace std;
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#include "BossMob.h"
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class BossMobPart;
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class EnderCrystal;
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class Node;
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class BinaryHeap;
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class Path;
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class EnderDragon : public BossMob
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{
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public:
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eINSTANCEOF GetType() { return eTYPE_ENDERDRAGON; };
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static Entity *create(Level *level) { return new EnderDragon(level); }
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private:
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static const int DATA_ID_SYNCHED_HEALTH = 16;
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// 4J Added for new behaviours
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static const int DATA_ID_SYNCHED_ACTION = 17;
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static const int positionsLength = 64; // 4J Stu - Defined this so that we can keep the positions array as a basic type array
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public:
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double xTarget, yTarget, zTarget;
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double positions[positionsLength][3];
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int posPointer;
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//BossMobPart[] subEntities;
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vector<shared_ptr<Entity> > subEntities;
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shared_ptr<BossMobPart> head;
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shared_ptr<BossMobPart> neck; // 4J Added
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shared_ptr<BossMobPart> body;
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shared_ptr<BossMobPart> tail1;
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shared_ptr<BossMobPart> tail2;
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shared_ptr<BossMobPart> tail3;
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shared_ptr<BossMobPart> wing1;
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shared_ptr<BossMobPart> wing2;
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float oFlapTime;
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float flapTime;
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bool newTarget;
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bool inWall;
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// 4J Stu - Added for new dragon behaviour
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private:
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int m_fireballCharge;
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float m_holdingPatternAngle;
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bool m_holdingPatternClockwise;
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int m_actionTicks;
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int m_sittingDamageReceived;
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int m_remainingCrystalsCount;
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int m_flameAttacks;
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int m_iGrowlTimer;
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double m_headYRot;
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AABB *m_acidArea;
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NodeArray *m_nodes;
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int m_nodeAdjacency[24];
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BinaryHeap *openSet;
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Path *m_currentPath;
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enum EEnderdragonAction
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{
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e_EnderdragonAction_HoldingPattern,
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e_EnderdragonAction_StrafePlayer,
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e_EnderdragonAction_LandingApproach,
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e_EnderdragonAction_Landing,
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e_EnderdragonAction_Takeoff,
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e_EnderdragonAction_Sitting_Flaming,
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e_EnderdragonAction_Sitting_Scanning,
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e_EnderdragonAction_Sitting_Attacking,
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};
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static const int CRYSTAL_COUNT;
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static const int FLAME_TICKS;
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static const float FLAME_ANGLE;
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static const int FLAME_PASSES;
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static const int FLAME_FREQUENCY;
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static const int FLAME_RANGE;
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static const int ATTACK_TICKS;
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static const int SITTING_ATTACK_Y_VIEW_RANGE;
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static const int SITTING_ATTACK_VIEW_RANGE;
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static const int SITTING_ATTACK_RANGE;
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static const int SITTING_POST_ATTACK_IDLE_TICKS;
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static const int SITTING_SCANNING_IDLE_TICKS;
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static const int SITTING_FLAME_ATTACKS_COUNT;
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// The percentage of max health that the dragon will take while in the "Sitting" states before flying away
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static const float SITTING_ALLOWED_DAMAGE_PERCENTAGE;
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static const int PODIUM_X_POS = 0;
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static const int PODIUM_Z_POS = 0;
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private:
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shared_ptr<Entity> attackTarget;
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public:
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int dragonDeathTime;
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public:
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shared_ptr<EnderCrystal> nearestCrystal;
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private:
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void _init();
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public:
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EnderDragon(Level *level);
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virtual ~EnderDragon();
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protected:
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virtual void defineSynchedData();
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public:
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void getLatencyPos(doubleArray result, int step, float a);
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virtual void aiStep();
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private:
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using BossMob::hurt;
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void checkCrystals();
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void checkAttack();
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void knockBack(vector<shared_ptr<Entity> > *entities);
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void hurt(vector<shared_ptr<Entity> > *entities);
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void findNewTarget();
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float rotWrap(double d);
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bool checkWalls(AABB *bb);
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public:
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virtual bool hurt(shared_ptr<BossMobPart> bossMobPart, DamageSource *source, int damage);
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protected:
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virtual void tickDeath();
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private:
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void spawnExitPortal(int x, int z);
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protected:
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virtual void checkDespawn();
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virtual int getHurtSound();
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public:
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virtual vector<shared_ptr<Entity> > *getSubEntities();
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virtual bool isPickable();
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virtual int getSynchedHealth();
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private:
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// 4J added for new dragon behaviour
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bool setSynchedAction(EEnderdragonAction action, bool force = false);
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EEnderdragonAction getSynchedAction();
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int findClosestNode(double tX, double tY, double tZ);
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int findClosestNode();
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Path *findPath(int startIndex, int endIndex, Node *finalNode = NULL);
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Path *reconstruct_path(Node *from, Node *to);
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void strafeAttackTarget();
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void navigateToNextPathNode();
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public:
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virtual void addAdditonalSaveData(CompoundTag *entityTag);
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virtual void readAdditionalSaveData(CompoundTag *tag);
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public:
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void handleCrystalDestroyed(DamageSource *source);
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float getTilt(float a);
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double getHeadYOffset(float a);
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double getHeadYRotDiff(float a);
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double getHeadPartYOffset(int partIndex, doubleArray bodyPos, doubleArray partPos);
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double getHeadPartYRotDiff(int partIndex, doubleArray bodyPos, doubleArray partPos);
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Vec3 *getHeadLookVector(float a);
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};
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