#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Slime.h" #include "../FastRandom.h" #include "../World.h" cSlime::cSlime(int a_Size) : Super( "Slime", mtSlime, fmt::format(FMT_STRING("entity.{}slime.hurt"), GetSizeName(a_Size)), fmt::format(FMT_STRING("entity.{}slime.death"), GetSizeName(a_Size)), "", 0.51f * a_Size, 0.51f * a_Size ), m_Size(a_Size) { SetMaxHealth(static_cast(a_Size * a_Size)); SetAttackDamage(a_Size); } void cSlime::GetDrops(cItems & a_Drops, cEntity * a_Killer) { unsigned int LootingLevel = 0; if (a_Killer != nullptr) { LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting); } // Only slimes with the size 1 can drop slimeballs. if (m_Size == 1) { AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_SLIMEBALL); } } bool cSlime::Attack(std::chrono::milliseconds a_Dt) { if (m_Size > 1) { // Only slimes larger than size 1 attack a player. return Super::Attack(a_Dt); } return false; } void cSlime::KilledBy(TakeDamageInfo & a_TDI) { if (GetHealth() > 0) { return; } if (m_Size != 1) { auto & Random = GetRandomProvider(); int SpawnAmount = Random.RandInt(2, 4); for (int i = 0; i < SpawnAmount; ++i) { double AddX = (i % 2 - 0.5) * m_Size / 4.0; double AddZ = (i / 2 - 0.5) * m_Size / 4.0; // Queue slimes to be spawned after the 1 second death animation has finished playing: m_World->ScheduleTask( cTickTime(20), [Position = GetPosition() + Vector3d(AddX, 0.5, AddZ), Yaw = Random.RandReal(360.0f), Size = m_Size / 2](cWorld & a_World) { auto NewSlime = std::make_unique(Size); NewSlime->SetPosition(Position); NewSlime->SetYaw(Yaw); a_World.SpawnMobFinalize(std::move(NewSlime)); } ); } } Super::KilledBy(a_TDI); } AString cSlime::GetSizeName(int a_Size) { if (a_Size == 1) { return "small_"; } return ""; }