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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "ZombieVillager.h"
#include "../World.h"
#include "../LineBlockTracer.h"
#include "../Entities/Player.h"
cZombieVillager::cZombieVillager(cVillager::eVillagerType a_Profession) :
Super(
"ZombieVillager",
mtZombieVillager,
"entity.zombie_villager.hurt",
"entity.zombie_villager.death",
"entity.ambient",
0.6f,
1.95f
),
m_ConversionTime(-1),
m_Profession(a_Profession)
{
SetBurnsInDaylight(true);
}
void cZombieVillager::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
unsigned int LootingLevel = 0;
if (a_Killer != nullptr)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ROTTEN_FLESH);
cItems RareDrops;
RareDrops.Add(cItem(E_ITEM_IRON));
RareDrops.Add(cItem(E_ITEM_CARROT));
RareDrops.Add(cItem(E_ITEM_POTATO));
AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
AddRandomArmorDropItem(a_Drops, LootingLevel);
AddRandomWeaponDropItem(a_Drops, LootingLevel);
}
void cZombieVillager::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
Super::Tick(a_Dt, a_Chunk);
if (!IsTicking())
{
// The base class tick destroyed us
return;
}
LOGD("Conversion time: %d", m_ConversionTime);
if (m_ConversionTime == 0)
{
m_World->BroadcastSoundEffect("entity.zombie_villager.cure", GetPosition(), 1.0f, 1.0f);
Destroy();
m_World->SpawnMob(GetPosX(), GetPosY(), GetPosZ(), mtVillager, false);
}
else if (m_ConversionTime > 0)
{
m_ConversionTime--;
}
}
void cZombieVillager::OnRightClicked(cPlayer & a_Player)
{
Super::OnRightClicked(a_Player);
const cItem & EquippedItem = a_Player.GetEquippedItem();
if ((EquippedItem.m_ItemType == E_ITEM_GOLDEN_APPLE) && GetEntityEffect(cEntityEffect::effWeakness) != nullptr)
{
if (!a_Player.IsGameModeCreative())
{
a_Player.GetInventory().RemoveOneEquippedItem();
}
m_ConversionTime = 6000;
}
}
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