219 lines
4.8 KiB
C++
219 lines
4.8 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "PassiveMonster.h"
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#include "../World.h"
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#include "../Entities/Player.h"
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#include "BoundingBox.h"
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cPassiveMonster::cPassiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
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super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height),
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m_LovePartner(nullptr),
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m_LoveTimer(0),
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m_LoveCooldown(0),
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m_MatingTimer(0)
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{
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m_EMPersonality = PASSIVE;
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}
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bool cPassiveMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
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{
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if (!super::DoTakeDamage(a_TDI))
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{
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return false;
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}
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if ((a_TDI.Attacker != this) && (a_TDI.Attacker != nullptr))
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{
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m_EMState = ESCAPING;
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}
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return true;
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}
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void cPassiveMonster::EngageLoveMode(cPassiveMonster * a_Partner)
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{
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m_LovePartner = a_Partner;
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m_MatingTimer = 50; // about 3 seconds of mating
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}
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void cPassiveMonster::ResetLoveMode()
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{
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m_LovePartner = nullptr;
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m_LoveTimer = 0;
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m_MatingTimer = 0;
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m_LoveCooldown = 20 * 60 * 5; // 5 minutes
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// when an animal is in love mode, the client only stops sending the hearts if we let them know it's in cooldown, which is done with the "age" metadata
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m_World->BroadcastEntityMetadata(*this);
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}
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void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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if (m_EMState == ESCAPING)
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{
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CheckEventLostPlayer();
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}
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if ((m_LovePartner != nullptr) && m_LovePartner->IsDestroyed())
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{
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m_LovePartner = nullptr;
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}
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// if we have a partner, mate
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if (m_LovePartner != nullptr)
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{
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if (m_MatingTimer > 0)
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{
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// If we should still mate, keep bumping into them until baby is made
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Vector3d Pos = m_LovePartner->GetPosition();
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MoveToPosition(Pos);
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}
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else
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{
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// Mating finished. Spawn baby
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Vector3f Pos = (GetPosition() + m_LovePartner->GetPosition()) * 0.5;
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UInt32 BabyID = m_World->SpawnMob(Pos.x, Pos.y, Pos.z, GetMobType(), true);
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class cBabyInheritCallback :
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public cEntityCallback
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{
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public:
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cPassiveMonster * Baby;
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cBabyInheritCallback() : Baby(nullptr) { }
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virtual bool Item(cEntity * a_Entity) override
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{
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Baby = static_cast<cPassiveMonster *>(a_Entity);
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return true;
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}
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} Callback;
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m_World->DoWithEntityByID(BabyID, Callback);
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if (Callback.Baby != nullptr)
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{
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Callback.Baby->InheritFromParents(this, m_LovePartner);
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}
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cFastRandom Random;
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m_World->SpawnExperienceOrb(Pos.x, Pos.y, Pos.z, 1 + Random.NextInt(6));
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m_LovePartner->ResetLoveMode();
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ResetLoveMode();
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}
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}
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else
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{
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// We have no partner, so we just chase the player if they have our breeding item
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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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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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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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}
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}
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}
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}
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// If we are in love mode but we have no partner, search for a partner neabry
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if (m_LoveTimer > 0)
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{
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if (m_LovePartner == nullptr)
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{
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class LookForLover : public cEntityCallback
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{
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public:
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cEntity * m_Me;
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LookForLover(cEntity * a_Me) :
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m_Me(a_Me)
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{
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}
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virtual bool Item(cEntity * a_Entity) override
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{
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// if we're the same species as someone around and they don't have a partner, start mating with them
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if ((a_Entity->GetEntityType() == m_Me->GetEntityType()) && (a_Entity != m_Me))
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{
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cPassiveMonster * Me = static_cast<cPassiveMonster*>(m_Me);
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cPassiveMonster * Partner = static_cast<cPassiveMonster*>(a_Entity);
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if (Partner->IsInLove() && (Partner->GetPartner() == nullptr))
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{
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Partner->EngageLoveMode(Me);
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Me->EngageLoveMode(Partner);
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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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} Callback(this);
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m_World->ForEachEntityInBox(cBoundingBox(GetPosition(), 8, 8), Callback);
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}
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m_LoveTimer--;
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}
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if (m_MatingTimer > 0)
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{
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m_MatingTimer--;
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}
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if (m_LoveCooldown > 0)
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{
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m_LoveCooldown--;
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}
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}
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void cPassiveMonster::OnRightClicked(cPlayer & a_Player)
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{
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super::OnRightClicked(a_Player);
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// If a player holding breeding items right-clicked me, go into love mode
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if ((m_LoveCooldown == 0) && !IsInLove() && !IsBaby())
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{
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short HeldItem = a_Player.GetEquippedItem().m_ItemType;
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cItems Items;
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GetBreedingItems(Items);
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if (Items.ContainsType(HeldItem))
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{
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if (!a_Player.IsGameModeCreative())
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{
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a_Player.GetInventory().RemoveOneEquippedItem();
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}
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m_LoveTimer = 20 * 30; // half a minute
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m_World->BroadcastEntityStatus(*this, esMobInLove);
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}
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}
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}
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