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#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "Chicken.h"
#include "../World.h"



cChicken::cChicken(void) :
    super("Chicken", mtChicken, "entity.chicken.hurt", "entity.chicken.death", 0.3, 0.4),
    m_EggDropTimer(0)
{
    SetGravity(-2.0f);
    SetAirDrag(0.0f);
}




void cChicken::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
    super::Tick(a_Dt, a_Chunk);
    if (!IsTicking())
    {
        // The base class tick destroyed us
        return;
    }

    if (IsBaby())
    {
        return;  // Babies don't lay eggs
    }

    if ((m_EggDropTimer == 6000) && GetRandomProvider().RandBool())
    {
        cItems Drops;
        m_EggDropTimer = 0;
        Drops.push_back(cItem(E_ITEM_EGG, 1));
        m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY(), GetPosZ(), 10);
    }
    else if (m_EggDropTimer == 12000)
    {
        cItems Drops;
        m_EggDropTimer = 0;
        Drops.push_back(cItem(E_ITEM_EGG, 1));
        m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY(), GetPosZ(), 10);
    }
    else
    {
        m_EggDropTimer++;
    }
}





void cChicken::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_FEATHER);
    AddRandomDropItem(a_Drops, 1, 1, IsOnFire() ? E_ITEM_COOKED_CHICKEN : E_ITEM_RAW_CHICKEN);
}





void cChicken::HandleFalling(void)
{
    // empty - chickens don't take fall damage
}