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Added documentation for breeding code

This commit is contained in:
Safwat Halaby 2015-11-30 11:07:55 +02:00
parent 1a9c023d6c
commit dbda48ead4
2 changed files with 25 additions and 5 deletions

View File

@ -77,17 +77,20 @@ void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
m_LovePartner = nullptr;
}
// if we have a partner, mate
if (m_LovePartner != nullptr)
{
// if we have a partner, bump into them until baby is made
if (m_MatingTimer > 0)
{
// If we should still mate, keep bumping into them until baby is made
Vector3d Pos = m_LovePartner->GetPosition();
MoveToPosition(Pos);
}
else
{
// spawn baby
// Mating finished. Spawn baby
Vector3f Pos = (GetPosition() + m_LovePartner->GetPosition()) * 0.5;
m_World->SpawnMob(Pos.x, Pos.y, Pos.z, GetMobType(), true);
@ -100,6 +103,7 @@ void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
else
{
// We have no partner, so we just chase the player if they have our breeding item
cItems FollowedItems;
GetFollowedItems(FollowedItems);
if (FollowedItems.Size() > 0)
@ -117,6 +121,7 @@ void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
}
// If we are in love mode but we have no partner, search for a partner neabry
if (m_LoveTimer > 0)
{
if (m_LovePartner == nullptr)
@ -133,7 +138,7 @@ void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
virtual bool Item(cEntity * a_Entity) override
{
// if we're the same species as someone around and they dont have a partner, swipe right
// if we're the same species as someone around and they don't have a partner, start mating with them
if ((a_Entity->GetEntityType() == m_Me->GetEntityType()) && (a_Entity != m_Me))
{
cPassiveMonster * Me = static_cast<cPassiveMonster*>(m_Me);
@ -172,7 +177,7 @@ void cPassiveMonster::OnRightClicked(cPlayer & a_Player)
{
super::OnRightClicked(a_Player);
// if right clicked on the player with breeding items, go into lovemode
// If a player holding breeding items right-clicked me, go into love mode
if ((m_LoveCooldown == 0) && !IsInLove() && !IsBaby())
{
short HeldItem = a_Player.GetEquippedItem().m_ItemType;

View File

@ -27,17 +27,32 @@ public:
/** Returns the items that make the animal breed - this is usually the same as the ones that make the animal follow, but not necessarily. */
virtual void GetBreedingItems(cItems & a_Items) { GetFollowedItems(a_Items); }
/** Returns the partner which the monster is currently mating with. */
cPassiveMonster * GetPartner(void) const { return m_LovePartner; }
/** Start the mating process. Causes the monster to keep bumping into the partner until m_MatingTimer reaches zero. */
void EngageLoveMode(cPassiveMonster * a_Partner);
/** Finish the mating process. Called after a baby is born. Resets all breeding related timers and sets m_LoveCooldown to 20 minutes. */
void ResetLoveMode();
/** Returns whether the monster has just been fed and is ready to mate. If this is "true" and GetPartner isn't "nullptr", then the monster is mating. */
bool IsInLove() const { return (m_LoveTimer > 0); }
/** Returns whether the monster is tired of breeding and is in the cooldown state. */
bool IsInLoveCooldown() const { return (m_LoveCooldown > 0); }
protected:
/** The monster's breeding partner. */
cPassiveMonster * m_LovePartner;
/** If above 0, the monster is in love mode, and will breed if a nearby monster is also in love mode. Decrements by 1 per tick till reaching zero. */
int m_LoveTimer;
/** If above 0, the monster is in cooldown mode and will refuse to breed. Decrements by 1 per tick till reaching zero. */
int m_LoveCooldown;
/** The monster is engaged in mating, once this reaches zero, a baby will be born. Decrements by 1 per tick till reaching zero, then a baby is made and ResetLoveMode() is called. */
int m_MatingTimer;
};