#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Guardian.h" #include "../Vector3.h" #include "../Chunk.h" cGuardian::cGuardian(void) : super("Guardian", mtGuardian, "mob.guardian.idle", "mob.guardian.death", 0.875, 0.8) { } void cGuardian::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, 2 + LootingLevel, E_ITEM_PRISMARINE_SHARD); AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_RAW_FISH); AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_PRISMARINE_CRYSTALS); // TODO: Prismarine Crystals only drop if the raw fish drop is 0 } void cGuardian::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { // 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 = (int)floor(Pos.y); if ((RelY < 0) || (RelY >= cChunkDef::Height)) { return; } int RelX = (int)floor(Pos.x) - a_Chunk.GetPosX() * cChunkDef::Width; int RelZ = (int)floor(Pos.z) - a_Chunk.GetPosZ() * cChunkDef::Width; BLOCKTYPE BlockType; if (a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockType) && !IsBlockWater(BlockType) && !IsOnFire()) { // Burn for 10 ticks, then decide again StartBurning(10); } super::Tick(a_Dt, a_Chunk); }