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#pragma once
#include "Behaviors/BehaviorBreeder.h"
#include "Behaviors/BehaviorItemFollower.h"
#include "Behaviors/BehaviorCoward.h"
#include "Behaviors/BehaviorWanderer.h"
#include "Monster.h"
class cSheep :
public cMonster
{
typedef cMonster super;
public:
/** The number is the color of the sheep.
Use E_META_WOOL_* constants for the wool color.
If you type -1, the server will generate a random color
with the GenerateNaturalRandomColor() function. */
cSheep(int a_Color = -1);
CLASS_PROTODEF(cSheep)
virtual void GetDrops(cItems & a_Drops, cEntity * a_Killer = nullptr) override;
virtual void OnRightClicked(cPlayer & a_Player) override;
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
virtual void InheritFromParents(cMonster * a_Parent1, cMonster * a_Parent2) override;
virtual void GetFollowedItems(cItems & a_Items) override
{
a_Items.Add(E_ITEM_WHEAT);
}
/** Generates a random color for the sheep like the vanilla server.
The percent's where used are from the wiki: https://minecraft.gamepedia.com/Sheep#Breeding */
static NIBBLETYPE GenerateNaturalRandomColor(void);
bool IsSheared(void) const { return m_IsSheared; }
void SetSheared(bool a_IsSheared) { m_IsSheared = a_IsSheared; }
int GetFurColor(void) const { return m_WoolColor; }
void SetFurColor(int a_WoolColor) { m_WoolColor = a_WoolColor; }
private:
// Tick controlling behaviors
cBehaviorBreeder m_BehaviorBreeder;
cBehaviorItemFollower m_BehaviorItemFollower;
cBehaviorCoward m_BehaviorCoward;
cBehaviorWanderer m_BehaviorWanderer;
// mobTodo transfer this to a behavior
int m_TimeToStopEating;
// Behavior note: These are ship-specific things not transferrable to other mobs.
// Therefore they do not need a Behavior and can stay hardcoded in the sheep.
bool m_IsSheared;
int m_WoolColor;
} ;
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