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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
}
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