#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; } } 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; }