From 32ee1708a24836b26cd700eb42ad8264a3ecae83 Mon Sep 17 00:00:00 2001 From: 12xx12 <44411062+12xx12@users.noreply.github.com> Date: Fri, 9 Oct 2020 22:49:25 +0200 Subject: Adding wolf breading and moving breeding functionality to cMonster (#4951) * added wolf breading * mpoved breeding to monster * checkstyle * fixed my IDE "helping" * removed magic number and fixed faster aging * added flooring to age manipulation * fixed copiler error * fixed typo * moved tps to Defines.h * removed the TPS constant from the lua API exposure * added inline constexpr added explanation * fixed broken build * "fixed" build Co-authored-by: 12xx12 <12xx12100@gmail.com> --- src/Mobs/Monster.h | 50 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 50 insertions(+) (limited to 'src/Mobs/Monster.h') diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h index 89c9871e9..edd0a96c3 100644 --- a/src/Mobs/Monster.h +++ b/src/Mobs/Monster.h @@ -2,6 +2,7 @@ #pragma once #include "../Entities/Pawn.h" +#include "../UUID.h" #include "MonsterTypes.h" #include "PathFinder.h" @@ -217,6 +218,38 @@ public: /** Returns if this mob last target was a player to avoid destruction on player quit */ bool WasLastTargetAPlayer() const { return m_WasLastTargetAPlayer; } + /* the breeding processing */ + + /** Returns the items that the animal of this class follows when a player holds it in hand. */ + virtual void GetFollowedItems(cItems & a_Items) { } + + /** Returns the items that make the animal breed - this is usually the same as the ones that make the animal follow, but not necessarily. */ + virtual void GetBreedingItems(cItems & a_Items) { GetFollowedItems(a_Items); } + + /** Called after the baby is born, allows the baby to inherit the parents' properties (color, etc.) */ + virtual void InheritFromParents(cMonster * a_Parent1, cMonster * a_Parent2) { } + + /** Returns the partner which the monster is currently mating with. */ + cMonster * GetPartner(void) const { return m_LovePartner; } + + /** Start the mating process. Causes the monster to keep bumping into the partner until m_MatingTimer reaches zero. */ + void EngageLoveMode(cMonster * a_Partner); + + /** Finish the mating process. Called after a baby is born. Resets all breeding related timers and sets m_LoveCooldown to 20 minutes. */ + void ResetLoveMode(); + + /** Returns whether the monster has just been fed and is ready to mate. If this is "true" and GetPartner isn't "nullptr", then the monster is mating. */ + bool IsInLove() const { return (m_LoveTimer > 0); } + + /** Returns whether the monster is tired of breeding and is in the cooldown state. */ + bool IsInLoveCooldown() const { return (m_LoveCooldown > 0); } + + /** Does the whole love and breeding processing */ + void LoveTick(void); + + /** Right click call to process feeding */ + void RightClickFeed(cPlayer & a_Player); + protected: /** The pathfinder instance handles pathfinding for this monster. */ @@ -330,6 +363,23 @@ protected: virtual void DoMoveToWorld(const cEntity::sWorldChangeInfo & a_WorldChangeInfo) override; + /* The breeding processing */ + + /** The monster's breeding partner. */ + cMonster * m_LovePartner; + + /** Remembers the player is was last fed by for statistics tracking */ + cUUID m_Feeder; + + /** If above 0, the monster is in love mode, and will breed if a nearby monster is also in love mode. Decrements by 1 per tick till reaching zero. */ + int m_LoveTimer; + + /** If above 0, the monster is in cooldown mode and will refuse to breed. Decrements by 1 per tick till reaching zero. */ + int m_LoveCooldown; + + /** The monster is engaged in mating, once this reaches zero, a baby will be born. Decrements by 1 per tick till reaching zero, then a baby is made and ResetLoveMode() is called. */ + int m_MatingTimer; + private: /** A pointer to the entity this mobile is aiming to reach. The validity of this pointer SHALL be guaranteed by the pointee; -- cgit v1.2.3