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cuberite-2a/src/Mobs/PassiveMonster.cpp

248 lines
5.5 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "PassiveMonster.h"
#include "../World.h"
#include "../Entities/Player.h"
#include "../BoundingBox.h"
#include "../Items/ItemSpawnEgg.h"
cPassiveMonster::cPassiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, const AString & a_SoundAmbient, double a_Width, double a_Height) :
Super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_SoundAmbient, a_Width, a_Height),
m_LovePartner(nullptr),
m_LoveTimer(0),
m_LoveCooldown(0),
m_MatingTimer(0)
{
m_EMPersonality = PASSIVE;
}
bool cPassiveMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
{
if (!Super::DoTakeDamage(a_TDI))
{
return false;
}
if ((a_TDI.Attacker != this) && (a_TDI.Attacker != nullptr))
{
m_EMState = ESCAPING;
}
return true;
}
void cPassiveMonster::EngageLoveMode(cPassiveMonster * a_Partner)
{
m_LovePartner = a_Partner;
m_MatingTimer = 50; // about 3 seconds of mating
}
void cPassiveMonster::ResetLoveMode()
{
m_LovePartner = nullptr;
m_LoveTimer = 0;
m_MatingTimer = 0;
m_LoveCooldown = 20 * 60 * 5; // 5 minutes
// when an animal is in love mode, the client only stops sending the hearts if we let them know it's in cooldown, which is done with the "age" metadata
m_World->BroadcastEntityMetadata(*this);
}
void cPassiveMonster::Destroyed()
{
if (m_LovePartner != nullptr)
{
m_LovePartner->ResetLoveMode();
}
Super::Destroyed();
}
void cPassiveMonster::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_EMState == ESCAPING)
{
CheckEventLostPlayer();
}
// if we have a partner, mate
if (m_LovePartner != nullptr)
{
if (m_MatingTimer > 0)
{
// If we should still mate, keep bumping into them until baby is made
Vector3d Pos = m_LovePartner->GetPosition();
MoveToPosition(Pos);
}
else
{
// Mating finished. Spawn baby
Vector3f Pos = (GetPosition() + m_LovePartner->GetPosition()) * 0.5;
UInt32 BabyID = m_World->SpawnMob(Pos.x, Pos.y, Pos.z, GetMobType(), true);
cPassiveMonster * Baby = nullptr;
m_World->DoWithEntityByID(BabyID, [&](cEntity & a_Entity)
{
Baby = static_cast<cPassiveMonster *>(&a_Entity);
return true;
}
);
if (Baby != nullptr)
{
Baby->InheritFromParents(this, m_LovePartner);
}
m_World->SpawnExperienceOrb(Pos.x, Pos.y, Pos.z, GetRandomProvider().RandInt(1, 6));
m_LovePartner->ResetLoveMode();
ResetLoveMode();
}
}
else
{
// We have no partner, so we just chase the player if they have our breeding item
cItems FollowedItems;
GetFollowedItems(FollowedItems);
if (FollowedItems.Size() > 0)
{
m_World->DoWithNearestPlayer(GetPosition(), static_cast<float>(m_SightDistance), [&](cPlayer & a_Player) -> bool
{
const cItem & EquippedItem = a_Player.GetEquippedItem();
if (FollowedItems.ContainsType(EquippedItem))
{
Vector3d PlayerPos = a_Player.GetPosition();
MoveToPosition(PlayerPos);
}
return true;
});
}
}
// If we are in love mode but we have no partner, search for a partner neabry
if (m_LoveTimer > 0)
{
if (m_LovePartner == nullptr)
{
m_World->ForEachEntityInBox(cBoundingBox(GetPosition(), 8, 8), [=](cEntity & a_Entity)
{
// If the entity is not a monster, don't breed with it
// Also, do not self-breed
if ((a_Entity.GetEntityType() != etMonster) || (&a_Entity == this))
{
return false;
}
auto & Me = static_cast<cPassiveMonster&>(*this);
auto & PotentialPartner = static_cast<cPassiveMonster&>(a_Entity);
// If the potential partner is not of the same species, don't breed with it
if (PotentialPartner.GetMobType() != Me.GetMobType())
{
return false;
}
// If the potential partner is not in love
// Or they already have a mate, do not breed with them
if ((!PotentialPartner.IsInLove()) || (PotentialPartner.GetPartner() != nullptr))
{
return false;
}
// All conditions met, let's breed!
PotentialPartner.EngageLoveMode(&Me);
Me.EngageLoveMode(&PotentialPartner);
return true;
}
);
}
m_LoveTimer--;
}
if (m_MatingTimer > 0)
{
m_MatingTimer--;
}
if (m_LoveCooldown > 0)
{
m_LoveCooldown--;
}
}
void cPassiveMonster::OnRightClicked(cPlayer & a_Player)
{
Super::OnRightClicked(a_Player);
const cItem & EquippedItem = a_Player.GetEquippedItem();
// If a player holding breeding items right-clicked me, go into love mode
if ((m_LoveCooldown == 0) && !IsInLove() && !IsBaby())
{
cItems Items;
GetBreedingItems(Items);
if (Items.ContainsType(EquippedItem.m_ItemType))
{
if (!a_Player.IsGameModeCreative())
{
a_Player.GetInventory().RemoveOneEquippedItem();
}
m_LoveTimer = 20 * 30; // half a minute
m_World->BroadcastEntityStatus(*this, esMobInLove);
}
}
// If a player holding my spawn egg right-clicked me, spawn a new baby
if (EquippedItem.m_ItemType == E_ITEM_SPAWN_EGG)
{
eMonsterType MonsterType = cItemSpawnEggHandler::ItemDamageToMonsterType(EquippedItem.m_ItemDamage);
if (
(MonsterType == m_MobType) &&
(m_World->SpawnMob(GetPosX(), GetPosY(), GetPosZ(), m_MobType, true) != cEntity::INVALID_ID) // Spawning succeeded
)
{
if (!a_Player.IsGameModeCreative())
{
// The mob was spawned, "use" the item:
a_Player.GetInventory().RemoveOneEquippedItem();
}
}
}
}