#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "ZombieVillager.h" #include "../World.h" #include "../LineBlockTracer.h" #include "../Entities/Player.h" cZombieVillager::cZombieVillager(cVillager::eVillagerType a_Profession) : Super("ZombieVillager", mtZombieVillager, "entity.zombie_villager.hurt", "entity.zombie_villager.death", "entity.ambient", 0.6f, 1.95f), m_ConversionTime(-1), m_Profession(a_Profession) { SetBurnsInDaylight(true); } void cZombieVillager::GetDrops(cItems & a_Drops, cEntity * a_Killer) { unsigned int LootingLevel = 0; if (a_Killer != nullptr) { LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting); } AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ROTTEN_FLESH); cItems RareDrops; RareDrops.Add(cItem(E_ITEM_IRON)); RareDrops.Add(cItem(E_ITEM_CARROT)); RareDrops.Add(cItem(E_ITEM_POTATO)); AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel); AddRandomArmorDropItem(a_Drops, LootingLevel); AddRandomWeaponDropItem(a_Drops, LootingLevel); } void cZombieVillager::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { Super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } LOGD("Conversion time: %d", m_ConversionTime); if (m_ConversionTime == 0) { m_World->BroadcastSoundEffect("entity.zombie_villager.cure", GetPosition(), 1.0f, 1.0f); Destroy(); m_World->SpawnMob(GetPosX(), GetPosY(), GetPosZ(), mtVillager, false); } else if (m_ConversionTime > 0) { m_ConversionTime--; } } void cZombieVillager::OnRightClicked(cPlayer & a_Player) { Super::OnRightClicked(a_Player); const cItem & EquippedItem = a_Player.GetEquippedItem(); if ((EquippedItem.m_ItemType == E_ITEM_GOLDEN_APPLE) && GetEntityEffect(cEntityEffect::effWeakness) != nullptr) { if (!a_Player.IsGameModeCreative()) { a_Player.GetInventory().RemoveOneEquippedItem(); } m_ConversionTime = 6000; } }