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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "BehaviorBreeder.h"
#include "../PassiveMonster.h"
#include "../../World.h"
#include "../Monster.h"
#include "../../Entities/Player.h"
#include "../../Item.h"
#include "../../BoundingBox.h"
cBehaviorBreeder::cBehaviorBreeder(cMonster * a_Parent) :
m_Parent(a_Parent),
m_LovePartner(nullptr),
m_LoveTimer(0),
m_LoveCooldown(0),
m_MatingTimer(0),
{
m_Parent = a_Parent;
ASSERT(m_Parent != nullptr);
}
bool cBehaviorBreeder::ActiveTick()
{
cWorld * World = m_Parent->GetWorld();
// if we have a partner, mate
if (m_LovePartner != nullptr)
{
if (m_MatingTimer > 0)
{
// If we should still mate, keep bumping into them until baby is made
Vector3d Pos = m_LovePartner->GetPosition();
m_Parent->MoveToPosition(Pos);
}
else
{
// Mating finished. Spawn baby
Vector3f Pos = (m_Parent->GetPosition() + m_LovePartner->GetPosition()) * 0.5;
UInt32 BabyID = World->SpawnMob(Pos.x, Pos.y, Pos.z, m_Parent->GetMobType(), true);
class cBabyInheritCallback :
public cEntityCallback
{
public:
cMonster * Baby;
cBabyInheritCallback() : Baby(nullptr) { }
virtual bool Item(cEntity * a_Entity) override
{
Baby = static_cast<cMonster *>(a_Entity);
return true;
}
} Callback;
m_Parent->GetWorld()->DoWithEntityByID(BabyID, Callback);
if (Callback.Baby != nullptr)
{
Callback.Baby->InheritFromParents(m_Parent, m_LovePartner);
}
cFastRandom Random;
World->SpawnExperienceOrb(Pos.x, Pos.y, Pos.z, 1 + Random.NextInt(6));
m_LovePartner->GetBehaviorBreeder()->ResetLoveMode();
ResetLoveMode();
}
return true;
}
// If we are in love mode and we have no partner
if (m_LoveTimer > 0)
{
class LookForLover : public cEntityCallback
{
public:
cMonster * m_Me;
LookForLover(cMonster * a_Me) :
m_Me(a_Me)
{
}
virtual bool Item(cEntity * a_Entity) override
{
// If the entity is not a monster, don't breed with it
// Also, do not self-breed
if ((a_Entity->GetEntityType() != cEntity::eEntityType::etMonster) || (a_Entity == m_Me))
{
return false;
}
auto PotentialPartner = static_cast<cMonster*>(a_Entity);
// If the potential partner is not of the same species, don't breed with it
if (PotentialPartner->GetMobType() != m_Me->GetMobType())
{
return false;
}
auto PartnerBreedingBehavior = PotentialPartner->GetBehaviorBreeder();
auto MyBreedingBehavior = m_Me->GetBehaviorBreeder();
// If the potential partner is not in love
// Or they already have a mate, do not breed with them
if ((!PartnerBreedingBehavior->IsInLove()) || (PartnerBreedingBehavior->GetPartner() != nullptr))
{
return false;
}
// All conditions met, let's breed!
PartnerBreedingBehavior->EngageLoveMode(m_Me);
MyBreedingBehavior->EngageLoveMode(PotentialPartner);
return true;
}
} Callback(m_Parent);
World->ForEachEntityInBox(cBoundingBox(m_Parent->GetPosition(), 8, 8), Callback);
if (m_LovePartner != nullptr)
{
return true; // We found love and took control of the monster, prevent other Behaviors from doing so
}
}
return false;
}
void cBehaviorBreeder::Tick()
{
if (m_MatingTimer > 0)
{
m_MatingTimer--;
}
if (m_LoveCooldown > 0)
{
m_LoveCooldown--;
}
if (m_LoveTimer > 0)
{
m_LoveTimer--;
}
}
void cBehaviorBreeder::Destroyed()
{
if (m_LovePartner != nullptr)
{
m_LovePartner->GetBehaviorBreeder()->ResetLoveMode();
}
}
void cBehaviorBreeder::OnRightClicked(cPlayer & a_Player)
{
// If a player holding breeding items right-clicked me, go into love mode
if ((m_LoveCooldown == 0) && !IsInLove() && !m_Parent->IsBaby())
{
short HeldItem = a_Player.GetEquippedItem().m_ItemType;
if (m_BreedingItems.ContainsType(HeldItem))
{
if (!a_Player.IsGameModeCreative())
{
a_Player.GetInventory().RemoveOneEquippedItem();
}
m_LoveTimer = 20 * 30; // half a minute
m_Parent->GetWorld()->BroadcastEntityStatus(*m_Parent, cEntity::eEntityStatus::esMobInLove);
}
}
}
void cBehaviorBreeder::EngageLoveMode(cMonster * a_Partner)
{
m_LovePartner = a_Partner;
m_MatingTimer = 50; // about 3 seconds of mating
}
void cBehaviorBreeder::ResetLoveMode()
{
m_LovePartner = nullptr;
m_LoveTimer = 0;
m_MatingTimer = 0;
m_LoveCooldown = 20 * 60 * 5; // 5 minutes
// when an animal is in love mode, the client only stops sending the hearts if we let them know it's in cooldown, which is done with the "age" metadata
m_Parent->GetWorld()->BroadcastEntityMetadata(*m_Parent);
}
bool cBehaviorBreeder::IsInLove() const
{
return m_LoveTimer > 0;
}
bool cBehaviorBreeder::IsInLoveCooldown() const
{
return (m_LoveCooldown > 0);
}
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