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author | Masy98 <masy@antheruscraft.de> | 2014-12-18 19:30:32 +0100 |
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committer | Masy98 <masy@antheruscraft.de> | 2014-12-18 19:30:32 +0100 |
commit | c836b52dd1b8d6a2999721f235e6c2b6079b266c (patch) | |
tree | ae04bd279e3bddb94119ce0b9f9aed9344f8f140 /src/Mobs/Guardian.cpp | |
parent | Clang needs the libstdc++ that comes with gcc-4.8 (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Mobs/Guardian.cpp | 65 |
1 files changed, 65 insertions, 0 deletions
diff --git a/src/Mobs/Guardian.cpp b/src/Mobs/Guardian.cpp new file mode 100644 index 000000000..166057865 --- /dev/null +++ b/src/Mobs/Guardian.cpp @@ -0,0 +1,65 @@ + +#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules + +#include "Guardian.h" +#include "../Vector3.h" +#include "../Chunk.h" + + + + + +cGuardian::cGuardian(void) : + super("Guardian", mtGuardian, "mob.guardian.idle", "mob.guardian.death", 0.95, 0.95) +{ +} + + + + + +void cGuardian::GetDrops(cItems & a_Drops, cEntity * a_Killer) +{ + // Drops 0-3 Ink Sacs + int LootingLevel = 0; + if (a_Killer != nullptr) + { + LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting); + } + AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_PRISMARINE_SHARD); + AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_RAW_FISH); + AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_PRISMARINE_CRYSTALS); // ToDo: Prismarine Crystals only drop if the raw fish drop is 0 +} + + + + + +void cGuardian::Tick(float a_Dt, cChunk & a_Chunk) +{ + // We must first process current location, and only then tick, otherwise we risk processing a location in a chunk + // that is not where the entity currently resides (FS #411) + + Vector3d Pos = GetPosition(); + + // TODO: Not a real behavior, but cool :D + int RelY = (int)floor(Pos.y); + if ((RelY < 0) || (RelY >= cChunkDef::Height)) + { + return; + } + int RelX = (int)floor(Pos.x) - a_Chunk.GetPosX() * cChunkDef::Width; + int RelZ = (int)floor(Pos.z) - a_Chunk.GetPosZ() * cChunkDef::Width; + BLOCKTYPE BlockType; + if (a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockType) && !IsBlockWater(BlockType) && !IsOnFire()) + { + // Burn for 10 ticks, then decide again + StartBurning(10); + } + + super::Tick(a_Dt, a_Chunk); +} + + + + |