From a533386144f234dcfb61ad6bc5341712ea244afd Mon Sep 17 00:00:00 2001 From: STRWarrior Date: Sun, 26 Jan 2014 13:07:21 +0100 Subject: [PATCH 1/2] Small fix since the new AI and a new small feature. You get particles when trying to tame wolfs. They don't walk anymore when they are sitting. --- src/Mobs/Wolf.cpp | 33 +++++++++++++++++++++++++++------ 1 file changed, 27 insertions(+), 6 deletions(-) diff --git a/src/Mobs/Wolf.cpp b/src/Mobs/Wolf.cpp index 11e3f690a..217834eb1 100644 --- a/src/Mobs/Wolf.cpp +++ b/src/Mobs/Wolf.cpp @@ -75,10 +75,12 @@ void cWolf::OnRightClicked(cPlayer & a_Player) SetIsTame(true); SetOwner(a_Player.GetName()); m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_WOLF_TAMED); + m_World->BroadcastParticleEffect("heart", (float) GetPosX(), (float) GetPosY(), (float) GetPosZ(), 0, 0, 0, 0, 5); } else { m_World->BroadcastEntityStatus(*this, ENTITY_STATUS_WOLF_TAMING); + m_World->BroadcastParticleEffect("smoke", (float) GetPosX(), (float) GetPosY(), (float) GetPosZ(), 0, 0, 0, 0, 5); } } } @@ -122,7 +124,8 @@ void cWolf::Tick(float a_Dt, cChunk & a_Chunk) { super::Tick(a_Dt, a_Chunk); } - + + // The wolf is sitting so don't move him at all. if (IsSitting()) { m_bMovingToDestination = false; @@ -145,8 +148,18 @@ void cWolf::Tick(float a_Dt, cChunk & a_Chunk) SetIsBegging(true); m_World->BroadcastEntityMetadata(*this); } - m_FinalDestination = a_Closest_Player->GetPosition();; - m_bMovingToDestination = false; + // Don't move to the player if the wolf is sitting. + if (IsSitting()) + { + m_bMovingToDestination = false; + } + else + { + m_bMovingToDestination = true; + } + Vector3d PlayerPos = a_Closest_Player->GetPosition(); + PlayerPos.y++; + m_FinalDestination = PlayerPos; break; } default: @@ -185,15 +198,23 @@ void cWolf::TickFollowPlayer() } Callback; if (m_World->DoWithPlayer(m_OwnerName, Callback)) { - // The player is present in the world, follow them: + // The player is present in the world, follow him: double Distance = (Callback.OwnerPos - GetPosition()).Length(); - if ((Distance > 30) && (!IsSitting())) + if (Distance > 30) { TeleportToCoords(Callback.OwnerPos.x, Callback.OwnerPos.y, Callback.OwnerPos.z); } else { - MoveToPosition(Callback.OwnerPos); + m_FinalDestination = Callback.OwnerPos; + if (IsSitting()) + { + m_bMovingToDestination = false; + } + else + { + m_bMovingToDestination = true; + } } } } From 4c780e7b4490c34694e9f76e6944d5959299eb84 Mon Sep 17 00:00:00 2001 From: STRWarrior Date: Sun, 26 Jan 2014 13:27:35 +0100 Subject: [PATCH 2/2] Fixed bug where wolfs would teleport while they were sitting. --- src/Mobs/Wolf.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/src/Mobs/Wolf.cpp b/src/Mobs/Wolf.cpp index 217834eb1..c0c7892e3 100644 --- a/src/Mobs/Wolf.cpp +++ b/src/Mobs/Wolf.cpp @@ -202,7 +202,10 @@ void cWolf::TickFollowPlayer() double Distance = (Callback.OwnerPos - GetPosition()).Length(); if (Distance > 30) { - TeleportToCoords(Callback.OwnerPos.x, Callback.OwnerPos.y, Callback.OwnerPos.z); + if (!IsSitting()) + { + TeleportToCoords(Callback.OwnerPos.x, Callback.OwnerPos.y, Callback.OwnerPos.z); + } } else {