Add BurnsInDaylight to Lua API and Monsters.ini (#4295)
* Monster.h: Export SetBurnsInDaylight This commit also adds BurnsInDaylight to check if the Monster burns in daylight or not. Closes https://github.com/cuberite/cuberite/issues/4294 * MonsterConfig.cpp: Add BurnsInDaylight Closes https://github.com/cuberite/cuberite/issues/4294
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@ -8771,6 +8771,16 @@ a_Player:OpenWindow(Window);
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]],
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Functions =
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{
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BurnsInDaylight =
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{
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Returns =
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{
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{
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Type = "boolean",
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},
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},
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Notes = "Returns whether the mob burns in daylight.",
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},
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CanBeLeashed =
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{
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Returns =
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@ -8990,6 +9000,17 @@ a_Player:OpenWindow(Window);
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},
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Notes = "Sets the age of the monster",
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},
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SetBurnsInDaylight =
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{
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Params =
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{
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{
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Name = "BurnsInDaylight",
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Type = "boolean",
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},
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},
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Notes = "Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick",
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},
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SetCanBeLeashed =
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{
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Params =
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@ -147,6 +147,7 @@ AttackRange=15.0
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AttackRate=1
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MaxHealth=20
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SightDistance=40.0
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BurnsInDaylight=1
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[Slime]
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AttackDamage=4.0
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@ -203,6 +204,7 @@ AttackRange=2.0
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AttackRate=1
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MaxHealth=20
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SightDistance=25.0
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BurnsInDaylight=1
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[ZombiePigman]
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AttackDamage=7.0
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@ -136,8 +136,8 @@ public:
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void SetCanPickUpLoot(bool a_CanPickUpLoot) { m_CanPickUpLoot = a_CanPickUpLoot; }
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void ResetAttackCooldown();
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/** Sets whether the mob burns in daylight. Only evaluated at next burn-decision tick */
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void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; }
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void SetBurnsInDaylight(bool a_BurnsInDaylight) { m_BurnsInDaylight = a_BurnsInDaylight; } // tolua_export
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bool BurnsInDaylight() const { return m_BurnsInDaylight; } // tolua_export
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double GetRelativeWalkSpeed(void) const { return m_RelativeWalkSpeed; } // tolua_export
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void SetRelativeWalkSpeed(double a_WalkSpeed) { m_RelativeWalkSpeed = a_WalkSpeed; } // tolua_export
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@ -13,7 +13,6 @@ cSkeleton::cSkeleton(bool IsWither) :
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super("Skeleton", mtSkeleton, "entity.skeleton.hurt", "entity.skeleton.death", 0.6, 1.8),
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m_bIsWither(IsWither)
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{
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SetBurnsInDaylight(true);
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}
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@ -14,7 +14,6 @@ cZombie::cZombie(bool a_IsVillagerZombie) :
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m_IsVillagerZombie(a_IsVillagerZombie),
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m_IsConverting(false)
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{
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SetBurnsInDaylight(true);
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}
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@ -18,6 +18,7 @@ struct cMonsterConfig::sAttributesStruct
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double m_AttackRate;
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int m_MaxHealth;
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bool m_IsFireproof;
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bool m_BurnsInDaylight;
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};
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@ -69,12 +70,13 @@ void cMonsterConfig::Initialize()
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sAttributesStruct Attributes;
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AString Name = MonstersIniFile.GetKeyName(i);
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Attributes.m_Name = Name;
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Attributes.m_AttackDamage = MonstersIniFile.GetValueI(Name, "AttackDamage", 0);
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Attributes.m_AttackRange = MonstersIniFile.GetValueI(Name, "AttackRange", 0);
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Attributes.m_SightDistance = MonstersIniFile.GetValueI(Name, "SightDistance", 0);
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Attributes.m_AttackRate = MonstersIniFile.GetValueF(Name, "AttackRate", 0);
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Attributes.m_MaxHealth = MonstersIniFile.GetValueI(Name, "MaxHealth", 1);
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Attributes.m_IsFireproof = MonstersIniFile.GetValueB(Name, "IsFireproof", false);
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Attributes.m_AttackDamage = MonstersIniFile.GetValueI(Name, "AttackDamage", 0);
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Attributes.m_AttackRange = MonstersIniFile.GetValueI(Name, "AttackRange", 0);
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Attributes.m_SightDistance = MonstersIniFile.GetValueI(Name, "SightDistance", 0);
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Attributes.m_AttackRate = MonstersIniFile.GetValueF(Name, "AttackRate", 0);
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Attributes.m_MaxHealth = MonstersIniFile.GetValueI(Name, "MaxHealth", 1);
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Attributes.m_IsFireproof = MonstersIniFile.GetValueB(Name, "IsFireproof", false);
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Attributes.m_BurnsInDaylight = MonstersIniFile.GetValueB(Name, "BurnsInDaylight", false);
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m_pState->AttributesList.push_front(Attributes);
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} // for i - SplitList[]
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}
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@ -90,12 +92,13 @@ void cMonsterConfig::AssignAttributes(cMonster * a_Monster, const AString & a_Na
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{
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if (itr->m_Name.compare(a_Name) == 0)
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{
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a_Monster->SetAttackDamage (itr->m_AttackDamage);
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a_Monster->SetAttackRange (itr->m_AttackRange);
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a_Monster->SetSightDistance(itr->m_SightDistance);
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a_Monster->SetAttackRate (static_cast<float>(itr->m_AttackRate));
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a_Monster->SetMaxHealth (itr->m_MaxHealth);
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a_Monster->SetIsFireproof (itr->m_IsFireproof);
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a_Monster->SetAttackDamage (itr->m_AttackDamage);
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a_Monster->SetAttackRange (itr->m_AttackRange);
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a_Monster->SetSightDistance (itr->m_SightDistance);
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a_Monster->SetAttackRate (static_cast<float>(itr->m_AttackRate));
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a_Monster->SetMaxHealth (itr->m_MaxHealth);
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a_Monster->SetIsFireproof (itr->m_IsFireproof);
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a_Monster->SetBurnsInDaylight(itr->m_BurnsInDaylight);
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return;
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}
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} // for itr - m_pState->AttributesList[]
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