7e9695ecb0
Fixes #4132
259 lines
7.3 KiB
C++
259 lines
7.3 KiB
C++
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#pragma once
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#include "../Entities/Floater.h"
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#include "../Entities/Entity.h"
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#include "../Item.h"
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#include "../Root.h"
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////////////////////////////////////////////////////////////////////////////////
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// cFloaterCallback
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class cFloaterCallback
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{
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public:
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cFloaterCallback(void) :
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m_CanPickup(false),
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m_AttachedMobID(cEntity::INVALID_ID)
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{
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}
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bool operator () (cEntity & a_Entity)
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{
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auto & Floater = static_cast<cFloater &>(a_Entity);
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m_CanPickup = Floater.CanPickup();
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m_Pos = Floater.GetPosition();
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m_BitePos = Floater.GetBitePos();
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m_AttachedMobID = Floater.GetAttachedMobID();
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Floater.Destroy(true);
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return true;
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}
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bool CanPickup(void) const { return m_CanPickup; }
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bool IsAttached(void) const { return (m_AttachedMobID != cEntity::INVALID_ID); }
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UInt32 GetAttachedMobID(void) const { return m_AttachedMobID; }
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Vector3d GetPos(void) const { return m_Pos; }
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Vector3d GetBitePos(void) const { return m_BitePos; }
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protected:
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bool m_CanPickup;
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UInt32 m_AttachedMobID;
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Vector3d m_Pos;
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Vector3d m_BitePos;
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} ;
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class cItemFishingRodHandler :
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public cItemHandler
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{
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typedef cItemHandler super;
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public:
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cItemFishingRodHandler(int a_ItemType) :
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super(a_ItemType)
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{
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}
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virtual bool OnItemUse(
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cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
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int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
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) override
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{
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if (a_BlockFace != BLOCK_FACE_NONE)
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{
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return false;
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}
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auto & Random = GetRandomProvider();
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if (a_Player->IsFishing())
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{
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cFloaterCallback FloaterInfo;
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a_World->DoWithEntityByID(a_Player->GetFloaterID(), FloaterInfo);
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a_Player->SetIsFishing(false);
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if (FloaterInfo.IsAttached())
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{
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a_World->DoWithEntityByID(FloaterInfo.GetAttachedMobID(), [=](cEntity & a_Entity)
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{
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Vector3d Speed = a_Player->GetPosition() - a_Entity.GetPosition();
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a_Entity.AddSpeed(Speed);
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return true;
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}
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);
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a_Player->UseEquippedItem(5);
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}
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else if (FloaterInfo.CanPickup())
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{
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UInt32 LotSLevel = std::min(a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchLuckOfTheSea), 3u);
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// Chances for getting an item from the category for each level of Luck of the Sea (0 - 3)
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const int TreasureChances[] = {50, 71, 92, 113}; // 5% | 7.1% | 9.2% | 11.3%
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const int JunkChances[] = {100, 81, 61, 42}; // 10% | 8.1% | 6.1% | 4.2%
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cItems Drops;
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int ItemCategory = Random.RandInt(999);
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if (ItemCategory < TreasureChances[LotSLevel])
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{
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switch (Random.RandInt(5)) // Each piece of treasure has an equal chance of 1 / 6
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{
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case 0:
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{
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cItem Bow(E_ITEM_BOW, 1, Random.RandInt<short>(50));
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Bow.EnchantByXPLevels(Random.RandInt(22, 30));
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Drops.Add(Bow);
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break;
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}
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case 1:
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{
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cItem Book(E_ITEM_ENCHANTED_BOOK);
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Book.EnchantByXPLevels(30);
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Drops.Add(Book);
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break;
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}
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case 2:
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{
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cItem Rod(E_ITEM_FISHING_ROD, 1, Random.RandInt<short>(50));
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Rod.EnchantByXPLevels(Random.RandInt(22, 30));
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Drops.Add(Rod);
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break;
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}
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case 3:
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{
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Drops.Add(cItem(E_ITEM_NAME_TAG));
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break;
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}
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case 4:
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{
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Drops.Add(cItem(E_ITEM_SADDLE));
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break;
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}
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case 5:
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{
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Drops.Add(cItem(E_BLOCK_LILY_PAD));
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break;
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}
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}
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a_Player->GetStatManager().AddValue(statTreasureFished, 1);
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}
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else if (ItemCategory < JunkChances[LotSLevel])
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{
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int Junk = Random.RandInt(82);
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if (Junk < 10) // 10 / 83 chance of spawning a bowl
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{
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Drops.Add(cItem(E_ITEM_BOWL));
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}
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else if (Junk < 12) // 2 / 83 chance of spawning a fishing rod
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{
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// Fishing Rods caught from the Junk category will be 10%–100% damaged, and always unenchanted.
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Drops.Add(cItem(E_ITEM_FISHING_ROD, 1, Random.RandInt<short>(7, 65)));
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}
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else if (Junk < 22) // 10 / 83 chance of spawning leather
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{
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Drops.Add(cItem(E_ITEM_LEATHER));
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}
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else if (Junk < 32) // 10 / 83 chance of spawning leather boots
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{
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// Leather boots caught from the Junk category will be 10%–100% damaged, and always unenchanted.
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Drops.Add(cItem(E_ITEM_LEATHER_BOOTS, 1, Random.RandInt<short>(7, 66)));
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}
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else if (Junk < 42) // 10 / 83 chance of spawning rotten flesh
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{
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Drops.Add(cItem(E_ITEM_ROTTEN_FLESH));
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}
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else if (Junk < 47) // 5 / 83 chance of spawning a stick
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{
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Drops.Add(cItem(E_ITEM_STICK));
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}
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else if (Junk < 52) // 5 / 83 chance of spawning string
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{
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Drops.Add(cItem(E_ITEM_STRING));
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}
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else if (Junk < 62) // 10 / 83 chance of spawning a water bottle
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{
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Drops.Add(cItem(E_ITEM_POTION));
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}
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else if (Junk < 72) // 10 / 83 chance of spawning a bone
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{
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Drops.Add(cItem(E_ITEM_BONE));
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}
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else if (Junk < 73) // 1 / 83 chance of spawning an ink sac
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{
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Drops.Add(cItem(E_ITEM_DYE));
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}
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else // 10 / 83 chance of spawning a tripwire hook
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{
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Drops.Add(cItem(E_BLOCK_TRIPWIRE_HOOK));
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}
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a_Player->GetStatManager().AddValue(statJunkFished, 1);
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}
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else
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{
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int FishType = Random.RandInt(99);
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if (FishType <= 1) // Clownfish has a 2% chance of spawning
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{
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Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_CLOWNFISH));
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}
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else if (FishType <= 12) // Pufferfish has a 13% chance of spawning
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{
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Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_CLOWNFISH));
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}
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else if (FishType <= 24) // Raw salmon has a 25% chance of spawning
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{
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Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_SALMON));
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}
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else // Raw fish has a 60% chance of spawning
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{
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Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_FISH));
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}
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a_Player->GetStatManager().AddValue(statFishCaught, 1);
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}
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if (cRoot::Get()->GetPluginManager()->CallHookPlayerFishing(*a_Player, Drops))
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{
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return true;
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}
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Vector3d FloaterPos = FloaterInfo.GetBitePos();
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FloaterPos.y += 0.5f;
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const float FISH_SPEED_MULT = 2.25f;
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Vector3d FlyDirection = a_Player->GetEyePosition() - FloaterPos;
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a_World->SpawnItemPickups(Drops, FloaterPos.x, FloaterPos.y, FloaterPos.z, FlyDirection.x * FISH_SPEED_MULT, (FlyDirection.y + 1.0f) * FISH_SPEED_MULT, FlyDirection.z * FISH_SPEED_MULT);
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a_World->SpawnExperienceOrb(a_Player->GetPosX(), a_Player->GetPosY(), a_Player->GetPosZ(), Random.RandInt(1, 6));
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a_Player->UseEquippedItem(1);
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cRoot::Get()->GetPluginManager()->CallHookPlayerFished(*a_Player, Drops);
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}
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else
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{
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BLOCKTYPE Block = a_World->GetBlock(FloaterInfo.GetPos() - Vector3d(0, 0.1, 0));
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if ((Block != E_BLOCK_AIR) && !IsBlockWater(Block))
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{
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a_Player->UseEquippedItem(2);
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}
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}
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}
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else
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{
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auto Floater = cpp14::make_unique<cFloater>(a_Player->GetPosX(), a_Player->GetStance(), a_Player->GetPosZ(), a_Player->GetLookVector() * 15, a_Player->GetUniqueID(), (Random.RandInt(100, 900) - static_cast<int>(a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchLure) * 100)));
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auto FloaterPtr = Floater.get();
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if (!FloaterPtr->Initialize(std::move(Floater), *a_World))
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{
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return false;
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}
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a_Player->SetIsFishing(true, FloaterPtr->GetUniqueID());
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}
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return true;
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}
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} ;
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