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#pragma once
#include "Monster.h"
#include "Blocks/ChunkInterface.h"
#include "Behaviors/BehaviorBreeder.h"
#include "Behaviors/BehaviorItemFollower.h"
#include "Behaviors/BehaviorCoward.h"
#include "Behaviors/BehaviorWanderer.h"
#include "Monster.h"
#include "Behaviors/BehaviorDoNothing.h"
class cVillager :
public cMonster
{
typedef cMonster super;
public:
enum eVillagerType
{
vtFarmer = 0,
vtLibrarian = 1,
vtPriest = 2,
vtBlacksmith = 3,
vtButcher = 4,
vtGeneric = 5,
vtMax
} ;
cVillager(eVillagerType VillagerType);
CLASS_PROTODEF(cVillager)
// cEntity overrides
virtual bool DoTakeDamage(TakeDamageInfo & a_TDI) override;
virtual void Tick (std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
// cVillager functions
/** return true if the given blocktype are: crops, potatoes or carrots. */
bool IsBlockFarmable(BLOCKTYPE a_BlockType);
// Farmer functions
/** Searches in a 11x7x11 area for crops. If it found some it will navigate to them. */
void HandleFarmerPrepareFarmCrops();
/** Looks if the farmer has reached it's destination, and if it's still crops and the destination is closer then 2 blocks it will harvest them. */
void HandleFarmerTryHarvestCrops();
/** Replaces the crops he harvested. */
void HandleFarmerPlaceCrops();
// Get and set functions.
int GetVilType(void) const { return m_Type; }
Vector3i GetCropsPos(void) const { return m_CropsPos; }
bool DoesHaveActionActivated(void) const { return m_VillagerAction; }
private:
// Tick controlling behaviors
cBehaviorDoNothing m_BehaviorDoNothing;
int m_ActionCountDown;
int m_Type;
bool m_VillagerAction;
Vector3i m_CropsPos;
} ;
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