#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Squid.h" #include "../Chunk.h" cSquid::cSquid(void) : Super("Squid", mtSquid, "entity.squid.hurt", "entity.squid.death", "entity.squid.ambient", 0.8f, 0.8f) { } void cSquid::GetDrops(cItems & a_Drops, cEntity * a_Killer) { // Drops 0-3 Ink Sacs unsigned int LootingLevel = 0; if (a_Killer != nullptr) { LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting); } AddRandomDropItem(a_Drops, 0, 3 + LootingLevel, E_ITEM_DYE, E_META_DYE_BLACK); } void cSquid::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { m_PathfinderActivated = false; // Disable Pathfinding until it's fixed. TODO // We must first process current location, and only then tick, otherwise we risk processing a location in a chunk // that is not where the entity currently resides (FS #411) Vector3d Pos = GetPosition(); // TODO: Not a real behavior, but cool :D int RelY = FloorC(Pos.y); if ((RelY < 0) || (RelY >= cChunkDef::Height)) { return; } if (!IsHeadInWater()) { if (m_AirLevel <= 0) { // Runs the air tick timer to check whether the squid should be damaged if (m_AirTickTimer <= 0) { // Damage squid TakeDamage(dtSuffocating, nullptr, 1, 1, 0); // Reset timer m_AirTickTimer = DROWNING_TICKS; } else { m_AirTickTimer--; } } else { // Reduce air supply m_AirLevel--; } } else { // Set the air back to maximum m_AirLevel = MAX_AIR_LEVEL; m_AirTickTimer = DROWNING_TICKS; } Super::Tick(a_Dt, a_Chunk); }