#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Villager.h"
#include "../World.h"
#include "../BlockArea.h"
#include "../Blocks/BlockHandler.h"
#include "../BlockInServerPluginInterface.h"
cVillager::cVillager(eVillagerType VillagerType) :
Super("Villager", mtVillager, "entity.villager.hurt", "entity.villager.death", "entity.villager.ambient", 0.6f, 1.95f),
m_ActionCountDown(-1),
m_Type(VillagerType),
m_FarmerAction(faIdling),
m_Inventory(8, 1)
{
}
bool cVillager::DoTakeDamage(TakeDamageInfo & a_TDI)
{
if (!Super::DoTakeDamage(a_TDI))
{
return false;
}
if ((a_TDI.Attacker != nullptr) && a_TDI.Attacker->IsPlayer())
{
if (GetRandomProvider().RandBool(1.0 / 6.0))
{
m_World->BroadcastEntityAnimation(*this, EntityAnimation::VillagerShowsAnger);
}
}
if (a_TDI.DamageType == dtLightning)
{
Destroy();
m_World->SpawnMob(GetPosX(), GetPosY(), GetPosZ(), mtWitch, false);
return true;
}
return true;
}
void cVillager::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
Super::Tick(a_Dt, a_Chunk);
if (!IsTicking())
{
// The base class tick destroyed us
return;
}
switch (m_Type)
{
case vtFarmer:
{
TickFarmer();
break;
}
}
}
void cVillager::KilledBy(TakeDamageInfo & a_TDI)
{
Super::KilledBy(a_TDI);
// TODO: 0% chance on Easy, 50% chance on Normal and 100% chance on Hard
if (GetRandomProvider().RandBool(0.5) && (a_TDI.Attacker != nullptr) && (a_TDI.Attacker->IsMob()))
{
eMonsterType MonsterType = (static_cast<cMonster *>(a_TDI.Attacker)->GetMobType());
if ((MonsterType == mtZombie) || (MonsterType == mtZombieVillager))
{
m_World->SpawnMob(GetPosX(), GetPosY(), GetPosZ(), mtZombieVillager, false);
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Farmer functions:
void cVillager::TickFarmer()
{
// Don't harvest crops if you must not
if (!m_World->VillagersShouldHarvestCrops())
{
return;
}
// This is to prevent undefined behaviors
if (m_FinalDestination.y <= 0)
{
return;
}
if (!IsIdling())
{
// Forcing the farmer to go to work spots.
MoveToPosition(static_cast<Vector3d>(m_CropsPos) + Vector3d(0.5, 0, 0.5));
// Forcing the farmer to look at the work spots.
Vector3d Direction = (m_FinalDestination - (GetPosition() + Vector3d(0, 1.6, 0))); // We get the direction from the eyes of the farmer to the work spot.
Direction.Normalize();
SetPitch(std::asin(-Direction.y) / M_PI * 180);
}
// Updating the timer
if (m_ActionCountDown > -1)
{
m_ActionCountDown--;
}
// Searching for work in blocks where the farmer goes.
if (IsHarvestable(m_FinalDestination.Floor()))
{
m_CropsPos = m_FinalDestination.Floor();
m_FarmerAction = faHarvesting;
HandleFarmerTryHarvestCrops();
return;
}
else if (IsPlantable(m_FinalDestination.Floor()) && CanPlantCrops())
{
m_CropsPos = m_FinalDestination.Floor();
m_FarmerAction = faPlanting;
HandleFarmerTryPlaceCrops();
return;
}
else
{
m_FarmerAction = faIdling; // Returning to idling.
}
// Don't always try to do a special action. Each tick has 10% to do a special action.
if (GetRandomProvider().RandBool(FARMER_SPECIAL_ACTION_CHANCE))
{
ScanAreaForWork();
}
}
void cVillager::ScanAreaForWork()
{
auto Pos = GetPosition().Floor();
auto MinPos = Pos - FARMER_SCAN_CROPS_DIST;
auto MaxPos = Pos + FARMER_SCAN_CROPS_DIST;
// Read area to be checked for crops.
cBlockArea Surrounding;
Surrounding.Read(
*m_World,
MinPos, MaxPos
);
for (int I = 0; I < FARMER_RANDOM_TICK_SPEED; I++)
{
for (int Y = MinPos.y; Y <= MaxPos.y; Y++)
{
// Pick random coordinates and check for crops.
Vector3i CandidatePos(MinPos.x + m_World->GetTickRandomNumber(MaxPos.x - MinPos.x - 1), Y, MinPos.z + m_World->GetTickRandomNumber(MaxPos.z - MinPos.z - 1));
// A villager can harvest this.
if (IsHarvestable(CandidatePos))
{
m_CropsPos = CandidatePos;
m_FarmerAction = faHarvesting;
MoveToPosition(static_cast<Vector3d>(m_CropsPos) + Vector3d(0.5, 0, 0.5));
return;
}
// A villager can plant this.
else if (IsPlantable(CandidatePos) && CanPlantCrops())
{
m_CropsPos = CandidatePos;
m_FarmerAction = faHarvesting;
MoveToPosition(static_cast<Vector3d>(m_CropsPos) + Vector3d(0.5, 0, 0.5));
return;
}
} // for Y
} // Repeat the proccess according to the random tick speed.
}
void cVillager::HandleFarmerTryHarvestCrops()
{
if (m_ActionCountDown > 0)
{
// The farmer is still on cooldown
return;
}
// Harvest the crops if it is closer than 1 block.
if ((GetPosition() - m_CropsPos).Length() < 1)
{
// Check if the blocks didn't change while the villager was walking to the coordinates.
if (IsHarvestable(m_CropsPos))
{
m_World->BroadcastSoundParticleEffect(EffectID::PARTICLE_BLOCK_BREAK, m_CropsPos, m_World->GetBlock(m_CropsPos));
m_World->DropBlockAsPickups(m_CropsPos, this, nullptr);
// Applying 0.5 second cooldown.
m_ActionCountDown = 10;
}
}
}
void cVillager::CheckForNearbyCrops()
{
// Search for adjacent crops
constexpr std::array<Vector3i, 4> Directions = { Vector3i{0, 0, -1}, {0, 0, 1}, {1, 0, 0}, {-1, 0, 0} };
for (Vector3i Direction : Directions)
{
if (IsHarvestable(m_CropsPos + Direction))
{
m_CropsPos += Direction;
m_FarmerAction = faHarvesting;
MoveToPosition(static_cast<Vector3d>(m_CropsPos) + Vector3d(0.5, 0, 0.5));
return;
}
else if (IsPlantable(m_CropsPos + Direction) && CanPlantCrops())
{
m_CropsPos += Direction;
m_FarmerAction = faPlanting;
MoveToPosition(static_cast<Vector3d>(m_CropsPos) + Vector3d(0.5, 0, 0.5));
return;
}
}
// There is no more work to do around the previous crops.
m_FarmerAction = faIdling;
}
void cVillager::HandleFarmerTryPlaceCrops()
{
if ((GetPosition() - m_CropsPos).Length() > 1)
{
// The farmer is still to far from the final destination
return;
}
if (m_ActionCountDown > 0)
{
// The farmer is still on cooldown
return;
}
// Check if there is still farmland at the spot where the crops were.
if (IsPlantable(m_CropsPos))
{
// Finding the item to use to plant a crop
int TargetSlot = -1;
BLOCKTYPE CropBlockType = E_BLOCK_AIR;
for (int I = 0; I < m_Inventory.GetWidth() && TargetSlot < 0; I++)
{
const cItem & Slot = m_Inventory.GetSlot(I);
switch (Slot.m_ItemType)
{
case E_ITEM_SEEDS:
{
TargetSlot = I;
CropBlockType = E_BLOCK_CROPS;
break;
}
case E_ITEM_BEETROOT_SEEDS:
{
TargetSlot = I;
CropBlockType = E_BLOCK_BEETROOTS;
break;
}
case E_ITEM_POTATO:
{
TargetSlot = I;
CropBlockType = E_BLOCK_POTATOES;
break;
}
case E_ITEM_CARROT:
{
TargetSlot = I;
CropBlockType = E_BLOCK_CARROTS;
break;
}
default:
{
break;
}
}
}
// Removing item from villager inventory
m_Inventory.RemoveOneItem(TargetSlot);
// Placing crop block
m_World->SetBlock(m_CropsPos, CropBlockType, 0);
// Applying 1 second cooldown
m_ActionCountDown = 20;
// Try to do the same with adjacent crops.
CheckForNearbyCrops();
}
}
bool cVillager::CanPlantCrops()
{
return m_Inventory.HasItems(cItem(E_ITEM_SEEDS)) ||
m_Inventory.HasItems(cItem(E_ITEM_BEETROOT_SEEDS)) ||
m_Inventory.HasItems(cItem(E_ITEM_POTATO)) ||
m_Inventory.HasItems(cItem(E_ITEM_CARROT));
}
bool cVillager::IsBlockFarmable(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
switch (a_BlockType)
{
case E_BLOCK_BEETROOTS:
{
// The crop must have fully grown up.
return a_BlockMeta == 0x03;
}
case E_BLOCK_CROPS:
case E_BLOCK_POTATOES:
case E_BLOCK_CARROTS:
{
// The crop must have fully grown up.
return a_BlockMeta == 0x07;
}
default: return false;
}
}
bool cVillager::IsHarvestable(Vector3i a_CropsPos)
{
return IsBlockFarmable(m_World->GetBlock(a_CropsPos), m_World->GetBlockMeta(a_CropsPos));
}
bool cVillager::IsPlantable(Vector3i a_CropsPos)
{
return (m_World->GetBlock(a_CropsPos.addedY(-1)) == E_BLOCK_FARMLAND) && (m_World->GetBlock(a_CropsPos) == E_BLOCK_AIR);
}
cVillager::eVillagerType cVillager::GetRandomProfession()
{
int Profession = GetRandomProvider().RandInt(cVillager::eVillagerType::vtMax - 1);
return static_cast<cVillager::eVillagerType>(Profession);
}