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path: root/src/Mobs/Wolf.cpp
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#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "Wolf.h"
#include "../World.h"
#include "../Entities/Player.h"
#include "../Items/ItemHandler.h"
#include "Broadcaster.h"





cWolf::cWolf(void) :
    super("Wolf", mtWolf, "entity.wolf.hurt", "entity.wolf.death", 0.6, 0.8),
    m_IsSitting(false),
    m_IsTame(false),
    m_IsBegging(false),
    m_IsAngry(false),
    m_OwnerName(""),
    m_CollarColor(E_META_DYE_ORANGE),
    m_NotificationCooldown(0)
{
    m_RelativeWalkSpeed = 2;
}





bool cWolf::DoTakeDamage(TakeDamageInfo & a_TDI)
{
    cPawn * PreviousTarget = GetTarget();
    if (!super::DoTakeDamage(a_TDI))
    {
        return false;
    }

    if ((a_TDI.Attacker != nullptr) && a_TDI.Attacker->IsPawn())
    {
        auto currTarget = GetTarget();
        if ((currTarget != nullptr) && currTarget->IsPlayer())
        {
            if (m_IsTame)
            {
                if ((static_cast<cPlayer*>(currTarget)->GetUUID() == m_OwnerUUID))
                {
                    SetTarget(PreviousTarget);  // Do not attack owner
                }
                else
                {
                    SetIsSitting(false);
                    NotifyAlliesOfFight(static_cast<cPawn*>(a_TDI.Attacker));
                }
            }
            else
            {
                m_IsAngry = true;
            }
        }
        else if (m_IsTame)
        {
            SetIsSitting(false);
            NotifyAlliesOfFight(static_cast<cPawn*>(a_TDI.Attacker));
        }
    }

    m_World->BroadcastEntityMetadata(*this);  // Broadcast health and possibly angry face
    return true;
}





void cWolf::NotifyAlliesOfFight(cPawn * a_Opponent)
{
    if (GetOwnerName() == "")
    {
        return;
    }
    m_NotificationCooldown = 15;
    class cCallback : public cPlayerListCallback
    {
        virtual bool Item(cPlayer * a_Player) override
        {
            a_Player->NotifyNearbyWolves(m_Opponent, false);
            return false;
        }
    public:
        cPawn * m_Opponent;
    } Callback;

    Callback.m_Opponent = a_Opponent;
    m_World->DoWithPlayerByUUID(m_OwnerUUID, Callback);
}

/*bool cWolf::Attack(std::chrono::milliseconds a_Dt)
{
    UNUSED(a_Dt);

    if ((GetTarget() != nullptr) && (GetTarget()->IsPlayer()))
    {
        if (static_cast<cPlayer *>(GetTarget())->GetUUID() == m_OwnerUUID)
        {
            SetTarget(nullptr);
            return false;
        }
    }

    NotifyAlliesOfFight(static_cast<cPawn*>(GetTarget()));
    return super::Attack(a_Dt);

}*/





void cWolf::ReceiveNearbyFightInfo(AString a_PlayerID, cPawn * a_Opponent, bool a_IsPlayerInvolved)
{
    if (
        (a_Opponent == nullptr) || IsSitting() || (!IsTame()) ||
        (!a_Opponent->IsPawn()) || (a_PlayerID != m_OwnerUUID)
    )
    {
        return;
    }

    // If we already have a target
    if (GetTarget() != nullptr)
    {
        // If a wolf is asking for help and we already have a target, do nothing
        if (!a_IsPlayerInvolved)
        {
            return;
        }
        // If a player is asking for help and we already have a target,
        // there's a 50% chance of helping and a 50% chance of doing nothing
        // This helps spread a wolf pack's targets over several mobs
        else if (GetRandomProvider().RandBool())
        {
            return;
        }
    }

    if (a_Opponent->IsPlayer() && static_cast<cPlayer *>(a_Opponent)->GetUUID() == m_OwnerUUID)
    {
        return;  // Our owner has hurt himself, avoid attacking them.
    }

    if (a_Opponent->IsMob() && static_cast<cMonster *>(a_Opponent)->GetMobType() == mtWolf)
    {
        cWolf * Wolf = static_cast<cWolf *>(a_Opponent);
        if (Wolf->GetOwnerUUID() == GetOwnerUUID())
        {
            return;  // Our owner attacked one of their wolves. Abort attacking wolf.
        }
    }

    SetTarget(a_Opponent);


}





void cWolf::OnRightClicked(cPlayer & a_Player)
{
    const cItem & EquippedItem = a_Player.GetEquippedItem();
    const int EquippedItemType = EquippedItem.m_ItemType;

    if (!IsTame() && !IsAngry())
    {
        // If the player is holding a bone, try to tame the wolf:
        if (EquippedItemType == E_ITEM_BONE)
        {
            if (!a_Player.IsGameModeCreative())
            {
                a_Player.GetInventory().RemoveOneEquippedItem();
            }

            if (GetRandomProvider().RandBool(0.125))
            {
                // Taming succeeded
                SetMaxHealth(20);
                SetIsTame(true);
                SetOwner(a_Player.GetName(), a_Player.GetUUID());
                m_World->BroadcastEntityStatus(*this, esWolfTamed);
                m_World->GetBroadcaster().BroadcastParticleEffect("heart", static_cast<Vector3f>(GetPosition()), Vector3f{}, 0, 5);
            }
            else
            {
                // Taming failed
                m_World->BroadcastEntityStatus(*this, esWolfTaming);
                m_World->GetBroadcaster().BroadcastParticleEffect("smoke", static_cast<Vector3f>(GetPosition()), Vector3f{}, 0, 5);
            }
        }
    }
    else if (IsTame())
    {
        // Feed the wolf, restoring its health, or dye its collar:
        switch (EquippedItemType)
        {
            case E_ITEM_RAW_BEEF:
            case E_ITEM_STEAK:
            case E_ITEM_RAW_PORKCHOP:
            case E_ITEM_COOKED_PORKCHOP:
            case E_ITEM_RAW_CHICKEN:
            case E_ITEM_COOKED_CHICKEN:
            case E_ITEM_ROTTEN_FLESH:
            {
                if (m_Health < m_MaxHealth)
                {
                    Heal(ItemHandler(EquippedItemType)->GetFoodInfo(&EquippedItem).FoodLevel);
                    if (!a_Player.IsGameModeCreative())
                    {
                        a_Player.GetInventory().RemoveOneEquippedItem();
                    }
                }
                break;
            }
            case E_ITEM_DYE:
            {
                if (a_Player.GetUUID() == m_OwnerUUID)  // Is the player the owner of the dog?
                {
                    SetCollarColor(EquippedItem.m_ItemDamage);
                    if (!a_Player.IsGameModeCreative())
                    {
                        a_Player.GetInventory().RemoveOneEquippedItem();
                    }
                }
                break;
            }
            default:
            {
                if (a_Player.GetUUID() == m_OwnerUUID)  // Is the player the owner of the dog?
                {
                    SetIsSitting(!IsSitting());
                }
            }
        }
    }

    m_World->BroadcastEntityMetadata(*this);
}





void cWolf::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
    if (!IsAngry())
    {
        cMonster::Tick(a_Dt, a_Chunk);
        if (m_NotificationCooldown > 0)
        {
            m_NotificationCooldown -= 1;
        }
    }
    else
    {
        super::Tick(a_Dt, a_Chunk);
    }

    if (!IsTicking())
    {
        // The base class tick destroyed us
        return;
    }

    if (GetTarget() == nullptr)
    {
        cPlayer * a_Closest_Player = m_World->FindClosestPlayer(GetPosition(), static_cast<float>(m_SightDistance));
        if (a_Closest_Player != nullptr)
        {
            switch (a_Closest_Player->GetEquippedItem().m_ItemType)
            {
                case E_ITEM_BONE:
                case E_ITEM_RAW_BEEF:
                case E_ITEM_STEAK:
                case E_ITEM_RAW_CHICKEN:
                case E_ITEM_COOKED_CHICKEN:
                case E_ITEM_ROTTEN_FLESH:
                case E_ITEM_RAW_PORKCHOP:
                case E_ITEM_COOKED_PORKCHOP:
                {
                    if (!IsBegging())
                    {
                        SetIsBegging(true);
                        m_World->BroadcastEntityMetadata(*this);
                    }

                    m_FinalDestination = a_Closest_Player->GetPosition();  // So that we will look at a player holding food

                    // Don't move to the player if the wolf is sitting.
                    if (!IsSitting())
                    {
                        MoveToPosition(a_Closest_Player->GetPosition());
                    }

                    break;
                }
                default:
                {
                    if (IsBegging())
                    {
                        SetIsBegging(false);
                        m_World->BroadcastEntityMetadata(*this);
                    }
                }
            }
        }
    }
    else
    {
        if (IsSitting())
        {
            SetTarget(nullptr);
        }
        else
        {
            MoveToPosition(GetTarget()->GetPosition());
            if (TargetIsInRange())
            {
                // Attack(a_Dt); mobTodo
            }
        }
    }

    if (IsTame() && !IsSitting())
    {
        TickFollowPlayer();
    }
    else if (IsSitting())
    {
        StopMovingToPosition();
    }
}





void cWolf::TickFollowPlayer()
{
    class cCallback :
        public cPlayerListCallback
    {
        virtual bool Item(cPlayer * a_Player) override
        {
            OwnerPos = a_Player->GetPosition();
            OwnerFlying = a_Player->IsFlying();
            return true;
        }
    public:
        Vector3d OwnerPos;
        bool OwnerFlying;
    } Callback;

    if (m_World->DoWithPlayerByUUID(m_OwnerUUID, Callback))
    {
        // The player is present in the world, follow him:
        double Distance = (Callback.OwnerPos - GetPosition()).Length();
        if (Distance > 20)
        {
            if (!Callback.OwnerFlying)
            {
                Callback.OwnerPos.y = FindFirstNonAirBlockPosition(Callback.OwnerPos.x, Callback.OwnerPos.z);
                TeleportToCoords(Callback.OwnerPos.x, Callback.OwnerPos.y, Callback.OwnerPos.z);
                SetTarget(nullptr);
            }
        }
        if (Distance < 2)
        {
            if (GetTarget() == nullptr)
            {
                StopMovingToPosition();
            }
        }
        else
        {
            if (GetTarget() == nullptr)
            {
                if (!Callback.OwnerFlying)
                {
                    MoveToPosition(Callback.OwnerPos);
                }
            }
        }
    }
}