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path: root/src/Mobs/Ghast.cpp
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#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "Ghast.h"
#include "../World.h"
#include "../Entities/GhastFireballEntity.h"




cGhast::cGhast(void) :
    super("Ghast", mtGhast, "entity.ghast.hurt", "entity.ghast.death", 4, 4)
{
}





void cGhast::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
    unsigned int LootingLevel = 0;
    if (a_Killer != nullptr)
    {
        LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
    }
    AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GUNPOWDER);
    AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_GHAST_TEAR);
}




// mobTODO
/*bool cGhast::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 GhastBall = cpp14::make_unique<cGhastFireballEntity>(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
        auto GhastBallPtr = GhastBall.get();
        if (!GhastBallPtr->Initialize(std::move(GhastBall), *m_World))
        {
            return false;
        }

        ResetAttackCooldown();
        return true;
    }
    return false;
}*/