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author | Mattes D <github@xoft.cz> | 2015-12-03 13:57:58 +0100 |
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committer | Mattes D <github@xoft.cz> | 2015-12-03 13:57:58 +0100 |
commit | 213419a4cc17db8b6d625b915e24fdc651233cb0 (patch) | |
tree | f9dc99f8d84861aeb451e930005fc5d9e1c652a5 | |
parent | Merge pull request #2422 from cuberite/PieceStructuresGen (diff) | |
parent | Added documentation for breeding code (diff) | |
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-rw-r--r-- | src/Mobs/PassiveMonster.cpp | 13 | ||||
-rw-r--r-- | src/Mobs/PassiveMonster.h | 17 |
2 files changed, 25 insertions, 5 deletions
diff --git a/src/Mobs/PassiveMonster.cpp b/src/Mobs/PassiveMonster.cpp index e39f6e23d..b700c0c5d 100644 --- a/src/Mobs/PassiveMonster.cpp +++ b/src/Mobs/PassiveMonster.cpp @@ -77,17 +77,20 @@ void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { m_LovePartner = nullptr; } + + // if we have a partner, mate if (m_LovePartner != nullptr) { - // if we have a partner, bump into them until baby is made + 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 { - // spawn baby + // Mating finished. Spawn baby Vector3f Pos = (GetPosition() + m_LovePartner->GetPosition()) * 0.5; m_World->SpawnMob(Pos.x, Pos.y, Pos.z, GetMobType(), true); @@ -100,6 +103,7 @@ void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) } 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) @@ -117,6 +121,7 @@ void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) } } + // If we are in love mode but we have no partner, search for a partner neabry if (m_LoveTimer > 0) { if (m_LovePartner == nullptr) @@ -133,7 +138,7 @@ void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) virtual bool Item(cEntity * a_Entity) override { - // if we're the same species as someone around and they dont have a partner, swipe right + // if we're the same species as someone around and they don't have a partner, start mating with them if ((a_Entity->GetEntityType() == m_Me->GetEntityType()) && (a_Entity != m_Me)) { cPassiveMonster * Me = static_cast<cPassiveMonster*>(m_Me); @@ -172,7 +177,7 @@ void cPassiveMonster::OnRightClicked(cPlayer & a_Player) { super::OnRightClicked(a_Player); - // if right clicked on the player with breeding items, go into lovemode + // If a player holding breeding items right-clicked me, go into love mode if ((m_LoveCooldown == 0) && !IsInLove() && !IsBaby()) { short HeldItem = a_Player.GetEquippedItem().m_ItemType; diff --git a/src/Mobs/PassiveMonster.h b/src/Mobs/PassiveMonster.h index ecce4ceb6..0e9250e6c 100644 --- a/src/Mobs/PassiveMonster.h +++ b/src/Mobs/PassiveMonster.h @@ -11,7 +11,7 @@ class cPassiveMonster : public cMonster { typedef cMonster super; - + public: cPassiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height); @@ -27,17 +27,32 @@ public: /** Returns the items that make the animal breed - this is usually the same as the ones that make the animal follow, but not necessarily. */ virtual void GetBreedingItems(cItems & a_Items) { GetFollowedItems(a_Items); } + /** Returns the partner which the monster is currently mating with. */ cPassiveMonster * GetPartner(void) const { return m_LovePartner; } + + /** Start the mating process. Causes the monster to keep bumping into the partner until m_MatingTimer reaches zero. */ void EngageLoveMode(cPassiveMonster * a_Partner); + + /** Finish the mating process. Called after a baby is born. Resets all breeding related timers and sets m_LoveCooldown to 20 minutes. */ void ResetLoveMode(); + /** Returns whether the monster has just been fed and is ready to mate. If this is "true" and GetPartner isn't "nullptr", then the monster is mating. */ bool IsInLove() const { return (m_LoveTimer > 0); } + + /** Returns whether the monster is tired of breeding and is in the cooldown state. */ bool IsInLoveCooldown() const { return (m_LoveCooldown > 0); } protected: + /** The monster's breeding partner. */ cPassiveMonster * m_LovePartner; + + /** If above 0, the monster is in love mode, and will breed if a nearby monster is also in love mode. Decrements by 1 per tick till reaching zero. */ int m_LoveTimer; + + /** If above 0, the monster is in cooldown mode and will refuse to breed. Decrements by 1 per tick till reaching zero. */ int m_LoveCooldown; + + /** The monster is engaged in mating, once this reaches zero, a baby will be born. Decrements by 1 per tick till reaching zero, then a baby is made and ResetLoveMode() is called. */ int m_MatingTimer; }; |