#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Chunk.h" #include "SnowGolem.h" #include "../BlockInfo.h" #include "../World.h" #include "../Entities/ThrownSnowballEntity.h" cSnowGolem::cSnowGolem(void) : Super("SnowGolem", mtSnowGolem, "entity.snowman.hurt", "entity.snowman.death", "entity.snowman.ambient", 0.7f, 1.9f) { } void cSnowGolem::GetDrops(cItems & a_Drops, cEntity * a_Killer) { UNUSED(a_Killer); AddRandomDropItem(a_Drops, 0, 15, E_ITEM_SNOWBALL); } void cSnowGolem::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) { Super::Tick(a_Dt, a_Chunk); if (!IsTicking()) { // The base class tick destroyed us return; } PREPARE_REL_AND_CHUNK(GetPosition().Floor(), a_Chunk); if (!RelSuccess) { return; } if (IsBiomeNoDownfall(Chunk->GetBiomeAt(Rel.x, Rel.z))) { TakeDamage(dtEnvironment, nullptr, GetRawDamageAgainst(*this), GetKnockbackAmountAgainst(*this)); } else if (const auto Below = Rel.addedY(-1); Below.y >= 0) { if ((Chunk->GetBlock(Rel) == E_BLOCK_AIR) && cBlockInfo::IsSolid(Chunk->GetBlock(Below))) { Chunk->SetBlock(Rel, E_BLOCK_SNOW, 0); } } } bool cSnowGolem::Attack(std::chrono::milliseconds a_Dt) { UNUSED(a_Dt); // Comment inherited from skeletons StopMovingToPosition(); // Todo handle this in a better way, the snowman does some uneeded recalcs due to inStateChasing if ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0)) { auto & Random = GetRandomProvider(); Vector3d Inaccuracy = Vector3d(Random.RandReal(-0.75, 0.75), Random.RandReal(-0.75, 0.75), Random.RandReal(-0.75, 0.75)); // The projectile is launched from the head const auto HeadPos = GetPosition().addedY(1.5); // It aims around the head / chest const auto TargetPos = GetTarget()->GetPosition().addedY(GetTarget()->GetHeight() * 0.75); // With this data, we can calculate the speed const auto Speed = (TargetPos + Inaccuracy - HeadPos) * 5; auto Snowball = std::make_unique(this, HeadPos, Speed); auto SnowballPtr = Snowball.get(); if (!SnowballPtr->Initialize(std::move(Snowball), *GetWorld())) { return false; } ResetAttackCooldown(); return true; } return false; }