#pragma once #include "Behaviors/BehaviorBreeder.h" #include "Behaviors/BehaviorItemFollower.h" #include "Behaviors/BehaviorCoward.h" #include "Behaviors/BehaviorWanderer.h" #include "Monster.h" class cSheep : public cMonster { typedef cMonster super; public: /** The number is the color of the sheep. Use E_META_WOOL_* constants for the wool color. If you type -1, the server will generate a random color with the GenerateNaturalRandomColor() function. */ cSheep(int a_Color = -1); CLASS_PROTODEF(cSheep) virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override; virtual void OnRightClicked(cPlayer & a_Player) override; virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override; virtual void InheritFromParents(cMonster * a_Parent1, cMonster * a_Parent2) override; virtual void GetFollowedItems(cItems & a_Items) override { a_Items.Add(E_ITEM_WHEAT); } /** Generates a random color for the sheep like the vanilla server. The percent's where used are from the wiki: https://minecraft.gamepedia.com/Sheep#Breeding */ static NIBBLETYPE GenerateNaturalRandomColor(void); bool IsSheared(void) const { return m_IsSheared; } void SetSheared(bool a_IsSheared) { m_IsSheared = a_IsSheared; } int GetFurColor(void) const { return m_WoolColor; } void SetFurColor(int a_WoolColor) { m_WoolColor = a_WoolColor; } virtual cBehaviorBreeder * GetBehaviorBreeder() override; virtual const cBehaviorBreeder * GetBehaviorBreeder() const override; private: // Tick controlling behaviors cBehaviorBreeder m_BehaviorBreeder; cBehaviorItemFollower m_BehaviorItemFollower; cBehaviorCoward m_BehaviorCoward; cBehaviorWanderer m_BehaviorWanderer; // mobTodo transfer this to a behavior int m_TimeToStopEating; // Behavior note: These are ship-specific things not transferrable to other mobs. // Therefore they do not need a Behavior and can stay hardcoded in the sheep. bool m_IsSheared; int m_WoolColor; } ;