#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Spider.h"
#include "../World.h"
#include "../Entities/Player.h"
#include "../Chunk.h"
bool AggressiveAtNightFunction(cBehaviorAggressive & a_Behavior, cMonster & a_Monster, cChunk & a_Chunk)
{
UNUSED(a_Behavior);
if (!a_Monster.GetWorld()->IsChunkLighted(a_Monster.GetChunkX(), a_Monster.GetChunkZ()))
{
return false;
}
PREPARE_REL_AND_CHUNK(a_Monster.GetPosition(), a_Chunk);
if (!RelSuccess)
{
return false;
}
if (
!((Chunk->GetSkyLightAltered(Rel.x, Rel.y, Rel.z) > 11) || (Chunk->GetBlockLight(Rel.x, Rel.y, Rel.z) > 11))
)
{
return true;
}
return false;
}
cSpider::cSpider(void) :
super(mtSpider, "entity.spider.hurt", "entity.spider.death", 1.4, 0.9) ,
m_BehaviorAggressive(AggressiveAtNightFunction)
{
m_EMPersonality = AGGRESSIVE;
m_BehaviorAttackerMelee.AttachToMonster(*this);
m_BehaviorWanderer.AttachToMonster(*this);
m_BehaviorAggressive.AttachToMonster(*this);
GetMonsterConfig("Spider");
}
void cSpider::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_STRING);
if ((a_Killer != nullptr) && (a_Killer->IsPlayer() || a_Killer->IsA("cWolf")))
{
AddRandomUncommonDropItem(a_Drops, 33.0f, E_ITEM_SPIDER_EYE);
}
}
bool cSpider::DoTakeDamage(TakeDamageInfo & a_TDI)
{
if (!super::DoTakeDamage(a_TDI))
{
return false;
}
/* mobTodo
// If the source of the damage is not from an pawn entity, switch to idle
if ((a_TDI.Attacker == nullptr) || !a_TDI.Attacker->IsPawn())
{
m_EMState = IDLE;
}
else
{
// If the source of the damage is from a pawn entity, chase that entity
m_EMState = CHASING;
}*/
return true;
}