#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; m_EMPersonality = PASSIVE; } 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(currTarget)->GetUUID() == m_OwnerUUID)) { SetTarget(PreviousTarget); // Do not attack owner } else { SetIsSitting(false); NotifyAlliesOfFight(static_cast(a_TDI.Attacker)); } } else { m_IsAngry = true; } } else if (m_IsTame) { SetIsSitting(false); NotifyAlliesOfFight(static_cast(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; m_World->DoWithPlayerByUUID(m_OwnerUUID, [=](cPlayer & a_Player) { a_Player.NotifyNearbyWolves(a_Opponent, false); return false; } <<<<<<< HEAD public: cPawn * m_Opponent; } Callback; Callback.m_Opponent = a_Opponent; m_World->DoWithPlayerByUUID(m_OwnerUUID, Callback);*/ ======= ); >>>>>>> master } /*bool cWolf::Attack(std::chrono::milliseconds a_Dt) { UNUSED(a_Dt); if ((GetTarget() != nullptr) && (GetTarget()->IsPlayer())) { if (static_cast(GetTarget())->GetUUID() == m_OwnerUUID) { SetTarget(nullptr); return false; } } NotifyAlliesOfFight(static_cast(GetTarget())); return super::Attack(a_Dt); }*/ void cWolf::ReceiveNearbyFightInfo(const cUUID & 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(a_Opponent)->GetUUID() == m_OwnerUUID) { return; // Our owner has hurt himself, avoid attacking them. } if (a_Opponent->IsMob() && static_cast(a_Opponent)->GetMobType() == mtWolf) { cWolf * Wolf = static_cast(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(GetPosition()), Vector3f{}, 0, 5); } else { // Taming failed m_World->BroadcastEntityStatus(*this, esWolfTaming); m_World->GetBroadcaster().BroadcastParticleEffect("smoke", static_cast(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) { //mobTodo behaviors! /* 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(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() { <<<<<<< HEAD /* class cCallback : public cPlayerListCallback ======= Vector3d OwnerPos; bool OwnerFlying; auto Callback = [&](cPlayer & a_Player) >>>>>>> master { OwnerPos = a_Player.GetPosition(); OwnerFlying = a_Player.IsFlying(); return true; }; if (m_World->DoWithPlayerByUUID(m_OwnerUUID, Callback)) { // The player is present in the world, follow him: double Distance = (OwnerPos - GetPosition()).Length(); if (Distance > 20) { if (!OwnerFlying) { OwnerPos.y = FindFirstNonAirBlockPosition(OwnerPos.x, OwnerPos.z); TeleportToCoords(OwnerPos.x, OwnerPos.y, OwnerPos.z); SetTarget(nullptr); } } if (Distance < 2) { if (GetTarget() == nullptr) { StopMovingToPosition(); } } else { if (GetTarget() == nullptr) { if (!OwnerFlying) { MoveToPosition(OwnerPos); } } } } */ }