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#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "Blaze.h"
#include "../World.h"
#include "../Entities/FireChargeEntity.h"




cBlaze::cBlaze(void) :
    super("Blaze", mtBlaze, "entity.blaze.hurt", "entity.blaze.death", 0.6, 1.8)
{
    SetGravity(-8.0f);
    SetAirDrag(0.05f);
}





void cBlaze::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
    if ((a_Killer != nullptr) && (a_Killer->IsPlayer() || a_Killer->IsA("cWolf")))
    {
        unsigned int LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
        AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_BLAZE_ROD);
    }
}




// mobTODO
/*
bool cBlaze::Attack(std::chrono::milliseconds a_Dt)
{
    if ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0))
    {
        // Setting this higher gives us more wiggle room for attackrate
        Vector3d Speed = GetLookVector() * 20;
        Speed.y = Speed.y + 1;

        auto FireCharge = cpp14::make_unique<cFireChargeEntity>(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
        auto FireChargePtr = FireCharge.get();
        if (!FireChargePtr->Initialize(std::move(FireCharge), *m_World))
        {
            return false;
        }

        ResetAttackCooldown();
        // ToDo: Shoot 3 fireballs instead of 1.

        return true;
    }
    return false;
}*/