change from single followable item to multiple
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853e6e6882
@ -1550,6 +1550,8 @@ end
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{ Params = "Index, ItemType, ItemCount, ItemDamage", Return = "", Notes = "Sets the item at the specified index to the specified item" },
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},
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Size = { Params = "", Return = "number", Notes = "Returns the number of items in the collection" },
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Contains = { Params = "{{cItem|cItem}}", Return = "bool", Notes = "Returns true if the collection contains an item that is fully equivalent to the parameter" },
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ContainsType = { Params = "{{cItem|cItem}}", Return = "bool", Notes = "Returns true if the collection contains an item that is the same type as the parameter" },
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},
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}, -- cItems
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30
src/Item.cpp
30
src/Item.cpp
@ -459,3 +459,33 @@ void cItems::Set(int a_Idx, short a_ItemType, char a_ItemCount, short a_ItemDama
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bool cItems::Contains(const cItem & a_Item)
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{
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for (auto itr : *this)
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{
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if (a_Item.IsEqual(itr))
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{
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return true;
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}
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}
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return false;
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}
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bool cItems::ContainsType(const cItem & a_Item)
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{
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for (auto itr : *this)
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{
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if (a_Item.IsSameType(itr))
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{
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return true;
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}
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}
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return false;
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}
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@ -239,6 +239,8 @@ public:
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void Clear (void) {clear(); }
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size_t Size (void) const { return size(); }
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void Set (int a_Idx, short a_ItemType, char a_ItemCount, short a_ItemDamage);
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bool Contains(const cItem & a_Item);
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bool ContainsType(const cItem & a_Item);
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void Add (short a_ItemType, char a_ItemCount, short a_ItemDamage)
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{
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@ -19,7 +19,10 @@ public:
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override;
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virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
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virtual const cItem GetFollowedItem(void) const override { return cItem(E_ITEM_SEEDS); }
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virtual void GetFollowedItems(cItems & a_Items) override
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{
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a_Items.Add(E_ITEM_SEEDS);
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}
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virtual void HandleFalling(void) override;
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@ -20,7 +20,10 @@ public:
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override;
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virtual void OnRightClicked(cPlayer & a_Player) override;
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virtual const cItem GetFollowedItem(void) const override { return cItem(E_ITEM_WHEAT); }
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virtual void GetFollowedItems(cItems & a_Items) override
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{
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a_Items.Add(E_ITEM_WHEAT);
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}
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} ;
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@ -20,7 +20,10 @@ public:
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override;
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virtual void OnRightClicked(cPlayer & a_Player) override;
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virtual const cItem GetFollowedItem(void) const override { return cItem(E_ITEM_WHEAT); }
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virtual void GetFollowedItems(cItems & a_Items) override
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{
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a_Items.Add(E_ITEM_WHEAT);
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}
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} ;
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@ -43,15 +43,17 @@ void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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CheckEventLostPlayer();
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}
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cItem FollowedItem = GetFollowedItem();
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if (FollowedItem.IsEmpty())
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cItems FollowedItems;
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GetFollowedItems(FollowedItems);
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if (FollowedItems.Size() <= 0)
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{
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return;
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}
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cPlayer * a_Closest_Player = m_World->FindClosestPlayer(GetPosition(), static_cast<float>(m_SightDistance));
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if (a_Closest_Player != nullptr)
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{
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if (a_Closest_Player->GetEquippedItem().IsEqual(FollowedItem))
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cItem EquippedItem = a_Closest_Player->GetEquippedItem();
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if (FollowedItems.ContainsType(EquippedItem))
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{
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Vector3d PlayerPos = a_Closest_Player->GetPosition();
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MoveToPosition(PlayerPos);
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@ -20,9 +20,8 @@ public:
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/** When hit by someone, run away */
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virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override;
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/** Returns the item that the animal of this class follows when a player holds it in hand
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Return an empty item not to follow (default). */
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virtual const cItem GetFollowedItem(void) const { return cItem(); }
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/** Returns the items that the animal of this class follows when a player holds it in hand. */
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virtual void GetFollowedItems(cItems & a_Items) { }
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} ;
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@ -24,7 +24,10 @@ public:
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virtual void OnRightClicked(cPlayer & a_Player) override;
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virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
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virtual const cItem GetFollowedItem(void) const override { return cItem(E_ITEM_CARROT); }
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virtual void GetFollowedItems(cItems & a_Items) override
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{
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a_Items.Add(E_ITEM_CARROT);
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}
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bool IsSaddled(void) const { return m_bIsSaddled; }
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@ -34,7 +34,12 @@ public:
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CLASS_PROTODEF(cRabbit)
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virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override;
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virtual const cItem GetFollowedItem(void) const override { return cItem(E_ITEM_CARROT); }
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virtual void GetFollowedItems(cItems & a_Items) override
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{
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a_Items.Add(E_ITEM_CARROT);
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a_Items.Add(E_ITEM_GOLDEN_CARROT);
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a_Items.Add(E_BLOCK_DANDELION);
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}
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eRabbitType GetRabbitType() const { return m_Type; }
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UInt8 GetRabbitTypeAsNumber() const { return static_cast<UInt8>(GetRabbitType()); }
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@ -26,7 +26,10 @@ public:
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virtual void OnRightClicked(cPlayer & a_Player) override;
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virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
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virtual const cItem GetFollowedItem(void) const override { return cItem(E_ITEM_WHEAT); }
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virtual void GetFollowedItems(cItems & a_Items) override
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{
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a_Items.Add(E_ITEM_WHEAT);
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}
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/** Generates a random color for the sheep like the vanilla server.
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The percent's where used are from the wiki: http://minecraft.gamepedia.com/Sheep#Breeding */
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