Added Entity Guardian
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65
src/Mobs/Guardian.cpp
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65
src/Mobs/Guardian.cpp
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Guardian.h"
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#include "../Vector3.h"
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#include "../Chunk.h"
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cGuardian::cGuardian(void) :
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super("Guardian", mtGuardian, "mob.guardian.idle", "mob.guardian.death", 0.95, 0.95)
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{
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}
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void cGuardian::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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{
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// Drops 0-3 Ink Sacs
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int LootingLevel = 0;
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if (a_Killer != nullptr)
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{
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LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
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}
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_PRISMARINE_SHARD);
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AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_RAW_FISH);
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AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_PRISMARINE_CRYSTALS); // ToDo: Prismarine Crystals only drop if the raw fish drop is 0
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}
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void cGuardian::Tick(float a_Dt, cChunk & a_Chunk)
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{
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// We must first process current location, and only then tick, otherwise we risk processing a location in a chunk
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// that is not where the entity currently resides (FS #411)
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Vector3d Pos = GetPosition();
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// TODO: Not a real behavior, but cool :D
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int RelY = (int)floor(Pos.y);
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if ((RelY < 0) || (RelY >= cChunkDef::Height))
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{
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return;
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}
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int RelX = (int)floor(Pos.x) - a_Chunk.GetPosX() * cChunkDef::Width;
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int RelZ = (int)floor(Pos.z) - a_Chunk.GetPosZ() * cChunkDef::Width;
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BLOCKTYPE BlockType;
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if (a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockType) && !IsBlockWater(BlockType) && !IsOnFire())
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{
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// Burn for 10 ticks, then decide again
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StartBurning(10);
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}
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super::Tick(a_Dt, a_Chunk);
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}
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