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-rw-r--r--src/Mobs/Villager.cpp11
1 files changed, 8 insertions, 3 deletions
diff --git a/src/Mobs/Villager.cpp b/src/Mobs/Villager.cpp
index e39d8bc1f..262f13a99 100644
--- a/src/Mobs/Villager.cpp
+++ b/src/Mobs/Villager.cpp
@@ -50,7 +50,7 @@ void cVillager::Tick(float a_Dt, cChunk & a_Chunk)
{
case vtFarmer:
{
- HandleFarmerNoCountDown();
+ HandleFarmerEndCountDown();
}
}
}
@@ -93,6 +93,8 @@ void cVillager::Tick(float a_Dt, cChunk & a_Chunk)
+////////////////////////////////////////////////////////////////////////////////
+// Farmer functions.
void cVillager::HandleFarmerAttemptSpecialAction()
{
cBlockArea Surrounding;
@@ -107,7 +109,6 @@ void cVillager::HandleFarmerAttemptSpecialAction()
(int) GetPosZ() + 5
);
-
for (int I = 0; I < 5; I++)
{
for (int Y = 0; Y < 6; Y++)
@@ -116,6 +117,7 @@ void cVillager::HandleFarmerAttemptSpecialAction()
int X = m_World->GetTickRandomNumber(11);
int Z = m_World->GetTickRandomNumber(11);
+ // A villager can't farm this.
if (!IsBlockFarmable(Surrounding.GetRelBlockType(X, Y, Z)))
{
continue;
@@ -139,8 +141,10 @@ void cVillager::HandleFarmerAttemptSpecialAction()
void cVillager::HandleFarmerAction()
{
+ // Harvest the crops if the villager isn't moving and if the crops are closer then 2 blocks.
if (!m_bMovingToDestination && (GetPosition() - m_CropsPos).Length() < 2)
{
+ // Check if the blocks didn't change while the villager was walking to the coordinates.
BLOCKTYPE CropBlock = m_World->GetBlock(m_CropsPos.x, m_CropsPos.y, m_CropsPos.z);
if (IsBlockFarmable(CropBlock) && m_World->GetBlockMeta(m_CropsPos.x, m_CropsPos.y, m_CropsPos.z) == 0x7)
{
@@ -155,8 +159,9 @@ void cVillager::HandleFarmerAction()
-void cVillager::HandleFarmerNoCountDown()
+void cVillager::HandleFarmerEndCountDown()
{
+ // Check if there is still farmland at the spot where the crops were.
if (m_World->GetBlock(m_CropsPos.x, m_CropsPos.y - 1, m_CropsPos.z) == E_BLOCK_FARMLAND)
{
m_World->SetBlock(m_CropsPos.x, m_CropsPos.y, m_CropsPos.z, E_BLOCK_CROPS, 0);