#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Squid.h" #include "../Vector3.h" #include "../Chunk.h" cSquid::cSquid(void) : super("Squid", mtSquid, "", "", 0.95, 0.95) { } 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) { // 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); }