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// MobSpawnerEntity.h
// Declares the cMobSpawnerEntity class representing a single mob spawner in the world
#pragma once
#include "BlockEntity.h"
#include "../Entities/Player.h"
// tolua_begin
class cMobSpawnerEntity :
public cBlockEntity
{
typedef cBlockEntity super;
public:
// tolua_end
cMobSpawnerEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World);
virtual void SendTo(cClientHandle & a_Client) override;
virtual bool UsedBy(cPlayer * a_Player) override;
virtual bool Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
// tolua_begin
/** Upate the active flag from the mob spawner. This function will called every 5 seconds from the Tick() function. */
void UpdateActiveState(void);
/** Sets the spawn delay to a new random value. */
void ResetTimer(void);
/** Spawns the entity. This function automaticly change the spawn delay! */
void SpawnEntity(void);
/** Returns the entity type that will be spawn by this mob spawner. */
eMonsterType GetEntity(void) const { return m_Entity; }
/** Sets the entity type who will be spawn by this mob spawner. */
void SetEntity(eMonsterType a_EntityType) { m_Entity = a_EntityType; }
/** Returns the spawn delay. This is the tick delay that is needed to spawn new monsters. */
short GetSpawnDelay(void) const { return m_SpawnDelay; }
/** Sets the spawn delay. */
void SetSpawnDelay(short a_Delay) { m_SpawnDelay = a_Delay; }
/** Returns the amount of the nearby players in a 16-block radius. */
int GetNearbyPlayersNum(void);
/** Returns the amount of this monster type in a 8-block radius (Y: 4-block radius). */
int GetNearbyMonsterNum(eMonsterType a_EntityType);
// tolua_end
static const char * GetClassStatic(void) { return "cMobSpawnerEntity"; }
private:
/** The entity to spawn. */
eMonsterType m_Entity;
short m_SpawnDelay;
bool m_IsActive;
} ; // tolua_end
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