1
0

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.
This commit is contained in:
STRWarrior 2014-01-26 13:07:21 +01:00
parent 5749b40422
commit a533386144

View File

@ -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;
}
}
}
}