82 lines
1.6 KiB
C++
82 lines
1.6 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Squid.h"
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#include "../Chunk.h"
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cSquid::cSquid(void) :
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super("Squid", mtSquid, "entity.squid.hurt", "entity.squid.death", "entity.squid.ambient", 0.95, 0.95)
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{
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}
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void cSquid::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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{
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// Drops 0-3 Ink Sacs
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unsigned int LootingLevel = 0;
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if (a_Killer != nullptr)
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{
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LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
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}
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AddRandomDropItem(a_Drops, 0, 3 + LootingLevel, E_ITEM_DYE, E_META_DYE_BLACK);
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}
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void cSquid::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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m_PathfinderActivated = false; // Disable Pathfinding until it's fixed. TODO
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// We must first process current location, and only then tick, otherwise we risk processing a location in a chunk
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// that is not where the entity currently resides (FS #411)
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Vector3d Pos = GetPosition();
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// TODO: Not a real behavior, but cool :D
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int RelY = FloorC(Pos.y);
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if ((RelY < 0) || (RelY >= cChunkDef::Height))
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{
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return;
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}
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if (!IsHeadInWater())
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{
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if (m_AirLevel <= 0)
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{
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// Runs the air tick timer to check whether the squid should be damaged
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if (m_AirTickTimer <= 0)
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{
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// Damage squid
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TakeDamage(dtSuffocating, nullptr, 1, 1, 0);
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// Reset timer
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m_AirTickTimer = DROWNING_TICKS;
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}
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else
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{
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m_AirTickTimer--;
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}
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}
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else
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{
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// Reduce air supply
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m_AirLevel--;
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}
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}
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else
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{
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// Set the air back to maximum
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m_AirLevel = MAX_AIR_LEVEL;
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m_AirTickTimer = DROWNING_TICKS;
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}
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super::Tick(a_Dt, a_Chunk);
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}
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