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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Slime.h"
#include "../FastRandom.h"
#include "../World.h"
cSlime::cSlime(int a_Size) :
Super("Slime",
mtSlime,
Printf("entity.%sslime.hurt", GetSizeName(a_Size).c_str()),
Printf("entity.%sslime.death", GetSizeName(a_Size).c_str()),
"",
0.51f * a_Size,
0.51f * a_Size
),
m_Size(a_Size)
{
SetMaxHealth(static_cast<float>(a_Size * a_Size));
SetAttackDamage(a_Size);
}
void cSlime::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
unsigned int LootingLevel = 0;
if (a_Killer != nullptr)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
// Only slimes with the size 1 can drop slimeballs.
if (m_Size == 1)
{
AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_SLIMEBALL);
}
}
bool cSlime::Attack(std::chrono::milliseconds a_Dt)
{
if (m_Size > 1)
{
// Only slimes larger than size 1 attack a player.
return Super::Attack(a_Dt);
}
return false;
}
void cSlime::KilledBy(TakeDamageInfo & a_TDI)
{
if (GetHealth() > 0)
{
return;
}
if (m_Size != 1)
{
// Queue slimes to be spawned after death animation delay:
auto & Random = GetRandomProvider();
int SpawnAmount = Random.RandInt(2, 4);
for (int i = 0; i < SpawnAmount; ++i)
{
double AddX = (i % 2 - 0.5) * m_Size / 4.0;
double AddZ = (i / 2 - 0.5) * m_Size / 4.0;
Vector3d SpawnPos(GetPosX() + AddX, GetPosY() + 0.5, GetPosZ() + AddZ);
double Yaw = Random.RandReal(360.0f);
int Size = m_Size/2;
auto lambda = [SpawnPos, Yaw, Size](cWorld &a_World)
{
auto NewSlime = std::make_unique<cSlime>(Size);
NewSlime->SetPosition(SpawnPos);
NewSlime->SetYaw(Yaw);
a_World.SpawnMobFinalize(std::move(NewSlime));
};
cTickTime DelayTime(20);
m_World->ScheduleTask(DelayTime, lambda);
}
}
Super::KilledBy(a_TDI);
}
AString cSlime::GetSizeName(int a_Size)
{
if (a_Size == 1)
{
return "small_";
}
return "";
}
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