#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Wither.h" #include "../World.h" #include "../Entities/Player.h" cWither::cWither(void) : Super("Wither", mtWither, "entity.wither.hurt", "entity.wither.death", "entity.wither.ambient", 0.9, 4.0), m_WitherInvulnerableTicks(220) { SetMaxHealth(300); SetHealth(GetMaxHealth() / 3); } bool cWither::IsArmored(void) const { return GetHealth() <= (GetMaxHealth() / 2); } bool cWither::DoTakeDamage(TakeDamageInfo & a_TDI) { if (a_TDI.DamageType == dtDrowning) { return false; } if (m_WitherInvulnerableTicks > 0) { return false; } if (IsArmored() && (a_TDI.DamageType == dtRangedAttack)) { return false; } return Super::DoTakeDamage(a_TDI); } void cWither::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { Super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } if (m_WitherInvulnerableTicks > 0) { unsigned int NewTicks = m_WitherInvulnerableTicks - 1; if (NewTicks == 0) { m_World->DoExplosionAt(7.0, GetPosX(), GetPosY(), GetPosZ(), false, esWitherBirth, this); } m_WitherInvulnerableTicks = NewTicks; if ((NewTicks % 10) == 0) { Heal(10); } } m_World->BroadcastEntityMetadata(*this); } void cWither::GetDrops(cItems & a_Drops, cEntity * a_Killer) { AddRandomDropItem(a_Drops, 1, 1, E_ITEM_NETHER_STAR); } void cWither::KilledBy(TakeDamageInfo & a_TDI) { Super::KilledBy(a_TDI); Vector3d Pos = GetPosition(); m_World->ForEachPlayer([=](cPlayer & a_Player) { // TODO 2014-05-21 xdot: Vanilla minecraft uses an AABB check instead of a radius one double Dist = (a_Player.GetPosition() - Pos).Length(); if (Dist < 50.0) { // If player is close, award achievement a_Player.AwardAchievement(achKillWither); } return false; } ); }