summaryrefslogblamecommitdiffstats
path: root/src/Entities/Entity.cpp
blob: 55df8b834dd640f73ca9387fa57f23d2677b7a15 (plain) (tree)
1
2
3
4
5
6
7
8
9
 

                                                                                              
                   
                   
                         
                     
                    
                       


                                        
                                      
                               
                                 
                          
                                   
                           



 





                                              



 

                                                                                
 
                                                                                            
                                      








                                  
                         
                                  
                              







                                      



                               

                                       
                        

                               

                             
                          




                                      
 
                                               







                   
 
                                                                                               
                                                                        
                             
 

                 
                                                                         
                           



                                         
          
 
                                    


                         
                                  


                                     





 












                                          




 








                                                
                                                                    
 
                                                                                


                             
 

                 

                                                           
          
          
 

                                            
                                 
                                                   
 








                                            
                                           



                                            
 
 






                                                 





 
                               
 
                                                     




 
 
                                
 
                                                 
                                                 

 


 
 
                             
 


                                                  

 



 








                                              
                       
 

                            





                                                           

                                                                        


                                                                      
                                                                              
                  
                                                                  


                                                                                     
                                                    










                                                         



                                                       
 






                    


                                                              








                                                                                                                   
                                                            


                                                                                       
 
                                                                                                   





 

                                                                                                                  
                                                                         

                                         
                                                
                         
                                                                            





                                                   
                                                                                           

                                    
          





 
                                                                                                                                        


                                      







                                                            





                                
                                    





                                  
                                        
 
                                  
                                  
         
                                                      
         
 










                                                                                                                                      






                          
                                   

                                     
                                                                       

                                                                        
                          

                       
                                                         








                                     
                                                                                                     
                                                                




                                                                        
                                                    





 
                                                  
 


                                                    






                                         

         




                                                                               
                                                                        
         
                                                                          
 

                                                                                     
                                                                                                                     






                                                                                                  
                                                                          



                                                                                             
                                                                                              
 


                                                                                                                         


                                       
                                                                    




                                        
                                                                                   

                                                              
                                                        
                                                      
                                                      
                                                            
                                                              
                                         
                                                                                       

                                                      
                                                       



                                                   
                 

                                    
                                                                                   

                                                              


                                                          
                                         
                                                                                                  




                                                                                                                                                  
 
                                                      
                                         
                                                       



                                 
                                                                                                             







                                                                       
                                                     


                                                             
                                                         
                         
                                                                                   

                                                              


                                                            
                                         
                                                      
                                         
                                                                              

                                 
                 
 
                                             
                                                                                                                                       

                                                                   

                                                                                                                     
                 
 

                                    
                                                                        
 
                                                            
 
                                                            
                         
                                                                                                              
                         
                 
 
                                                                                                                                
         
 
                                      
                                            
 
                         
                                                                   
         
                                          
         
 
                                                             
 

                                 

                          
                                
 
                                              


                                                     
         
                    








                                                                                               
                                                                                      
































                                                       
 








                                                            
 
                                                          
 
                                                                               




                                                                                                                                                 
                                  


                                 
                                 


                                       
                              
                 

                                     
 




                                     


                                    

                 
                                               





 
                                                                                                             
 
                         
































                                                                                                                                
                                              





 
























                                                                                                                               
                                                                                                       

                                                                                                 
 
                                                                   



                                              
 
                                   
                                                                     
                           
                          





                                                                   
                                                                                   






                                                                       
                                                                                       






                                                                     
                                                                                     






                                                                  
                                                                                  
         
 
                                                                         
                                                                                 
 

                                                                                                         







                                                                     

                                         
 


                                                    
                               



                                                                                                                


                                                               

                         





 
                                              


                     
                                                                                        
 





                                                           






                                                                                            
                     
                     
                                        

                                                                          
                                                             








                                   
                                                   





 
                                       
 
                                                      





 
                                                                    
 

                                      
                       
 




                                      
                                                                           





                                             
                                    
         
                                                         


            
                                       
                 

                               
 
                                                            
                                                                                
 



                                                           
                                        
 
                                                         







                                                       
 
                                                       
                    
                                                
                                                                                                                                                        
                 


                                      

                                   

                                          
                                    
                 
 



                                                                                                            
                 
         





 
                                                                             
 



                                
                                                            
                                                                
 
                                                      
                                                                                     

                                                                             
 

                                                          
                                       

                                                        

                       
 

                                                                           
                                                                               
                                                                                                                  
                                                                                          
         
                                                                      
                 
                                                                                                       
                         
                                                    

                         
         
                                                                                   


                                   
 













                                                                     
                                                                                                                                                 
                         



                                                                                                                 
                         



                                                               
                         
                                            
 



                                         
 
                                                                                                                          
                                   
 

                         

                                                                                


                  
 

                         
                                 
                                          
                 
                                                                                              
                                                                                         



                                                                             
                                                     


                    
                                         
                                                              
                                                                                     
                 
                                                             













                                                                                                    
         
            
         
                                                                                 
         
 






                                                                                                                              

                              
                                                                                                      
 
                                                       
 
                                                                      
                 










                                                                  
 
                                  
 
                                         
         


                                        


                                                                                                                                              
                 

                                                                       
 

                                                                                                                            


                                                   




                                                               
                                                   
                                 
                                                        
                                                               
                                              
                                 
                                                   




                                                                 
                                                   
                                 
                                                        


                                                                                                          
                                              
                                 
                                                   




                                                               
                                                   
                                 
                                                        
                                                               
                                              
                                 
                                        
                                 
                                              
                                 
                         
                 




                                                               
         
 

                             





 




















                                                                                        

                                           
                                                                                                            
                                     



                       

                                                       
 






                                                       
                                                                 
         
                                       
         
 





                                                                        
                                           
                         
                                                                              
                         
                                                       

                                     
         
 
                        



                                       
 
                       


                                                
 

                                             
                                                                        
                 
                                           
                         
                                                                                   
                         






                                                       
 
                       


                                                
 



                                                                        
                                                          
                         
                                                                                   
                         
                                                       





                                               
 














                                                                  



                                             
                                                    











                                               
                               
 







                                                                                 
         











                                                                                    




 
 
                            
 

                                                            
         


                            
                                                       
         
                                                                                                                  
                 
                                                                                                 
                                     



                                                              
                                                          
                             

         






                                                           
                                                                                      
                                 
                                                                                     
                                                     

                                 





                                                                                                                    
                                                                                                                                                       
                                 
                                                                                                                      
                                                                              
                                                     
                                 
                                                                        
 
                                                              
                                                                            
                                 
                                                                                         
                                         
                                                             
                                         

                                                                                                                                 



                                                                                                                                          
                                         
                                                                                                                                             
                                                                                                                                
                                         




                                                                           

                                                                                                                                                          
                                                                                                                                                   
                                                                                                                    
                                                    
                                 
                                                                 

                                    
                                                                                           


                                                             

                                                                                                                                   




                                                                                                 

                                                                                 
                                                                                                                       

                                                 
                                                                                                                              
                                         




                                                                           

                                                                                                                                                          
                                                                                                                                                      
                                                                                                                          
                                                    
                                 


                                                
                                                                                      
                                 
                                                     

                                 





                                                                                                                    
                                                        
                                                                         
                                 
 
                                                                                         
                                         

                                                             


                                                                                                                                 
 
                                                                                                 
 
                                                       
                                         
                                                                                                








                                                                                                                                                                              
                                         
 

                                                                                                                                                          
                                                                                                                                                
                                                                                
                                 
                                                              

                                    
                                                                                        


                                                             

                                                                                                                                
 
                                                                                                 
 

                                                       

                                                                              
                                                                                                                       
                                                 
                                                                                                                              
                                         
 

                                                                                                                                                          
                                                                                                                                                      
                                                                                
                                 
 



                                       

                                      
                                                                  
                                                
                     





 
                                                                       
 
                                                        
 
                                                  
         

                                                                         

         
                                                       
         


                                                                        

         





                                                                                            


                                                                                          

                                                                      
 

                                                 
 


                                                       
 
                                                                                      
 

                                                                                     





 
                                                                                                                       
 
                                                                   
                                                                                          




                                                                     






                                                                                                   

                                                       
                                                                        


                            

                                            
 



























                                                                                                                                       

                    





 
                                                                     
 
                                                                                                                                  





 


                                                                                
                             




                                                                                          
                                                                                                                                     





 

                                            




                                
                                           


                                                          
         


                       






































                                                                                                                          

                                                                     


                                                                               
         

                                                                                                  
                  

                       
                                                





 









                                                                                                                    


                                                                           
 






                    

                             
                                                             
                                                                    

                                                           
                                                                                                                             
 
                            
         
                                                               
                 
                                                            
                 
 

                                         
                                                                                                              

                 
                                    
                 
                                                                                                
                                                
                         
                                                
                                                                         




                                                                
                                                 




                                            
                                     






                                                





                                                                                       






         









                                              


                                    
                                                





 


                                     
                                                





 
                                             



                                     
                                                   





 
                                                







                                      







                                                                                      
 







                                                






                                                       
 





















                                                                                     
                                                                  
                                                                                                                               
         
                                                      
         





 

                                                                      
                                                 
                                               
         


                       
                                           




                                                                   
                                    

                                                                                                




                                                                   
         
 


                                                                                             





                                                                                                                             
         





                                                                   
 





                                                                                                  




 
 







                                
 






                                                                      
                                    



                                                   
 
                                   

                                      



                                                                   







                          
                                    
         
                                                                       

                       

                                                             

                                           





 
                                                 
 
                                                                                   





 












                                                                                                  








                                        










                                          








                                        

                                    



                                                                        





 
                                  
 
                        
                                   
                       





 
                                      


                                   
                       





 
                                    








                                   

                                                                         
                                                 




 
 

                                        
                                                 




 
 

                                        
                                                 




 
 

                                        
                                                 



 
 








                                      
 

                                                                                  
                                                                                              







                                           
                                    







                                           
                                    






                                           
 
                                    





 












                                                                                

                                                             
                                    


                       
                                                        
         
                                                                             






         





                                                                                                                    
                                                                                
                                            
                                           
 
                   
                                                 
                                                       






                    
                                                                                
               
                                                      
 







                                                                                                              
                                    
                                                             




 











                                                                                                        
 








                                                                                                        




 



























                                                                          








                                                                                            
                                          


















                                                                                    

#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "Entity.h"
#include "Player.h"
#include "../BlockInfo.h"
#include "../World.h"
#include "../Root.h"
#include "../Matrix4.h"
#include "../ClientHandle.h"
#include "../Chunk.h"
#include "../Simulator/FluidSimulator.h"
#include "../Bindings/PluginManager.h"
#include "../LineBlockTracer.h"
#include "../Items/ItemHandler.h"
#include "../FastRandom.h"
#include "../NetherPortalScanner.h"
#include "../BoundingBox.h"




static UInt32 GetNextUniqueID(void)
{
	static std::atomic<UInt32> counter(1);
	return counter.fetch_add(1);
}





////////////////////////////////////////////////////////////////////////////////
// cEntity:

cEntity::cEntity(eEntityType a_EntityType, Vector3d a_Pos, double a_Width, double a_Height):
	m_UniqueID(GetNextUniqueID()),
	m_Health(1),
	m_MaxHealth(1),
	m_AttachedTo(nullptr),
	m_Attachee(nullptr),
	m_bDirtyHead(true),
	m_bDirtyOrientation(true),
	m_bHasSentNoSpeed(true),
	m_bOnGround(false),
	m_Gravity(-9.81f),
	m_AirDrag(0.02f),
	m_LastSentPosition(a_Pos),
	m_LastPosition(a_Pos),
	m_EntityType(a_EntityType),
	m_World(nullptr),
	m_IsFireproof(false),
	m_TicksSinceLastBurnDamage(0),
	m_TicksSinceLastLavaDamage(0),
	m_TicksSinceLastFireDamage(0),
	m_TicksLeftBurning(0),
	m_TicksSinceLastVoidDamage(0),
	m_IsInFire(false),
	m_IsInLava(false),
	m_IsInWater(false),
	m_IsHeadInWater(false),
	m_AirLevel(MAX_AIR_LEVEL),
	m_AirTickTimer(DROWNING_TICKS),
	m_TicksAlive(0),
	m_IsTicking(false),
	m_ParentChunk(nullptr),
	m_HeadYaw(0.0),
	m_Rot(0.0, 0.0, 0.0),
	m_Position(a_Pos),
	m_WaterSpeed(0, 0, 0),
	m_Mass (0.001),  // Default 1g
	m_Width(a_Width),
	m_Height(a_Height),
	m_InvulnerableTicks(0)
{
	m_WorldChangeInfo.m_NewWorld = nullptr;
}





cEntity::~cEntity()
{

	// Before deleting, the entity needs to have been removed from the world, if ever added
	ASSERT((m_World == nullptr) || !m_World->HasEntity(m_UniqueID));
	ASSERT(!IsTicking());

	/*
	// DEBUG:
	FLOGD("Deleting entity {0} at pos {1:.2f} ~ [{2}, {3}]; ptr {4}",
		m_UniqueID,
		m_Pos,
		GetChunkX(), GetChunkZ(),
		static_cast<void *>(this)
	);
	*/

	if (m_AttachedTo != nullptr)
	{
		Detach();
	}
	if (m_Attachee != nullptr)
	{
		m_Attachee->Detach();
	}
}





const char * cEntity::GetClass(void) const
{
	return "cEntity";
}





const char * cEntity::GetClassStatic(void)
{
	return "cEntity";
}





const char * cEntity::GetParentClass(void) const
{
	return "";
}





bool cEntity::Initialize(OwnedEntity a_Self, cWorld & a_EntityWorld)
{
	if (cPluginManager::Get()->CallHookSpawningEntity(a_EntityWorld, *this))
	{
		return false;
	}

	/*
	// DEBUG:
	FLOGD("Initializing entity #{0} ({1}) at {2:.02f}",
		m_UniqueID, GetClass(), m_Pos
	);
	*/

	ASSERT(m_World == nullptr);
	ASSERT(GetParentChunk() == nullptr);
	SetWorld(&a_EntityWorld);
	a_EntityWorld.AddEntity(std::move(a_Self));

	return true;
}





void cEntity::OnAddToWorld(cWorld & a_World)
{
	// Spawn the entity on the clients:
	m_LastSentPosition = GetPosition();
	a_World.BroadcastSpawnEntity(*this);
	BroadcastLeashedMobs();
}





void cEntity::OnRemoveFromWorld(cWorld & a_World)
{
	RemoveAllLeashedMobs();
	a_World.BroadcastDestroyEntity(*this);
}





void cEntity::WrapHeadYaw(void)
{
	m_HeadYaw = NormalizeAngleDegrees(m_HeadYaw);
}





void cEntity::WrapRotation(void)
{
	m_Rot.x = NormalizeAngleDegrees(m_Rot.x);
	m_Rot.y = NormalizeAngleDegrees(m_Rot.y);
}





void cEntity::WrapSpeed(void)
{
	m_Speed.x = Clamp(m_Speed.x, -78.0, 78.0);
	m_Speed.y = Clamp(m_Speed.y, -78.0, 78.0);
	m_Speed.z = Clamp(m_Speed.z, -78.0, 78.0);
}





void cEntity::SetParentChunk(cChunk * a_Chunk)
{
	m_ParentChunk = a_Chunk;
}





void cEntity::Destroy()
{
	SetIsTicking(false);

	// Unleash leashed mobs
	while (!m_LeashedMobs.empty())
	{
		m_LeashedMobs.front()->Unleash(true, true);
	}

	auto ParentChunkCoords = cChunkDef::BlockToChunk(GetPosition());
	m_World->QueueTask([this, ParentChunkCoords](cWorld & a_World)
	{
		LOGD("Destroying entity #%i (%s) from chunk (%d, %d)",
			this->GetUniqueID(), this->GetClass(),
			ParentChunkCoords.m_ChunkX, ParentChunkCoords.m_ChunkZ
		);
		UNUSED(ParentChunkCoords);  // Non Debug mode only

		// Make sure that RemoveEntity returned a valid smart pointer
		// Also, not storing the returned pointer means automatic destruction
		VERIFY(a_World.RemoveEntity(*this));
	});
	Destroyed();
}





void cEntity::DestroyNoScheduling(bool a_ShouldBroadcast)
{
	SetIsTicking(false);
	if (a_ShouldBroadcast)
	{
		m_World->BroadcastDestroyEntity(*this);
	}

	Destroyed();
}





void cEntity::TakeDamage(cEntity & a_Attacker)
{
	int RawDamage = a_Attacker.GetRawDamageAgainst(*this);
	TakeDamage(dtAttack, &a_Attacker, RawDamage, a_Attacker.GetKnockbackAmountAgainst(*this));
}





void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, double a_KnockbackAmount)
{
	float FinalDamage = static_cast<float>(a_RawDamage);
	float ArmorCover = GetArmorCoverAgainst(a_Attacker, a_DamageType, a_RawDamage);

	ApplyArmorDamage(static_cast<int>(ArmorCover));

	cEntity::TakeDamage(a_DamageType, a_Attacker, a_RawDamage, FinalDamage, a_KnockbackAmount);
}





void cEntity::TakeDamage(eDamageType a_DamageType, UInt32 a_AttackerID, int a_RawDamage, double a_KnockbackAmount)
{
	m_World->DoWithEntityByID(a_AttackerID, [=](cEntity & a_Attacker)
		{
			cPawn * Attacker;
			if (a_Attacker.IsPawn())
			{
				Attacker = static_cast<cPawn*>(&a_Attacker);
			}
			else
			{
				Attacker = nullptr;
			}

			TakeDamage(a_DamageType, Attacker, a_RawDamage, a_KnockbackAmount);
			return true;
		}
	);
}





void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, float a_FinalDamage, double a_KnockbackAmount)
{
	TakeDamageInfo TDI;
	TDI.DamageType = a_DamageType;
	if ((a_Attacker != nullptr) && a_Attacker->IsPawn())
	{
		TDI.Attacker = a_Attacker;
	}
	else
	{
		TDI.Attacker = nullptr;
	}

	if (a_RawDamage <= 0)
	{
		a_RawDamage = 0;
	}

	TDI.RawDamage = a_RawDamage;

	if (a_FinalDamage <= 0)
	{
		a_FinalDamage = 0;
	}

	TDI.FinalDamage = a_FinalDamage;

	Vector3d Heading(0, 0, 0);
	if (a_Attacker != nullptr)
	{
		Heading = a_Attacker->GetLookVector();
	}

	int KnockbackHeight = 3;

	if (IsPlayer())
	{
		KnockbackHeight = 8;
	}

	// Apply slight height to knockback
	Vector3d FinalKnockback = Vector3d(Heading.x * a_KnockbackAmount, Heading.y + KnockbackHeight, Heading.z * a_KnockbackAmount);

	TDI.Knockback = FinalKnockback;
	DoTakeDamage(TDI);
}





void cEntity::SetYawFromSpeed(void)
{
	const double EPS = 0.0000001;
	if ((std::abs(m_Speed.x) < EPS) && (std::abs(m_Speed.z) < EPS))
	{
		// atan2() may overflow or is undefined, pick any number
		SetYaw(0);
		return;
	}
	SetYaw(atan2(m_Speed.x, m_Speed.z) * 180 / M_PI);
}





void cEntity::SetPitchFromSpeed(void)
{
	const double EPS = 0.0000001;
	double xz = sqrt(m_Speed.x * m_Speed.x + m_Speed.z * m_Speed.z);  // Speed XZ-plane component
	if ((std::abs(xz) < EPS) && (std::abs(m_Speed.y) < EPS))
	{
		// atan2() may overflow or is undefined, pick any number
		SetPitch(0);
		return;
	}
	SetPitch(atan2(m_Speed.y, xz) * 180 / M_PI);
}





bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
{
	if (m_Health <= 0)
	{
		// Can't take damage if already dead
		return false;
	}

	if (m_InvulnerableTicks > 0)
	{
		// Entity is invulnerable
		return false;
	}

	if (cRoot::Get()->GetPluginManager()->CallHookTakeDamage(*this, a_TDI))
	{
		return false;
	}

	if ((a_TDI.Attacker != nullptr) && (a_TDI.Attacker->IsPlayer()))
	{
		cPlayer * Player = static_cast<cPlayer *>(a_TDI.Attacker);

		Player->GetEquippedItem().GetHandler()->OnEntityAttack(Player, this);

		// TODO: Better damage increase, and check for enchantments (and use magic critical instead of plain)

		// IsOnGround() only is false if the player is moving downwards
		// Ref: https://minecraft.gamepedia.com/Damage#Critical_Hits
		if (!Player->IsOnGround())
		{
			if ((a_TDI.DamageType == dtAttack) || (a_TDI.DamageType == dtArrowAttack))
			{
				a_TDI.FinalDamage *= 1.5f;  // 150% damage
				m_World->BroadcastEntityAnimation(*this, 4);  // Critical hit
			}
		}

		const cEnchantments & Enchantments = Player->GetEquippedItem().m_Enchantments;

		int SharpnessLevel = static_cast<int>(Enchantments.GetLevel(cEnchantments::enchSharpness));
		int SmiteLevel = static_cast<int>(Enchantments.GetLevel(cEnchantments::enchSmite));
		int BaneOfArthropodsLevel = static_cast<int>(Enchantments.GetLevel(cEnchantments::enchBaneOfArthropods));

		if (SharpnessLevel > 0)
		{
			a_TDI.FinalDamage += 1.25f * SharpnessLevel;
		}
		else if (SmiteLevel > 0)
		{
			if (IsMob())
			{
				cMonster * Monster = static_cast<cMonster *>(this);
				switch (Monster->GetMobType())
				{
					case mtSkeleton:
					case mtWither:
					case mtZombie:
					case mtZombiePigman:
					case mtZombieVillager:
					{
						a_TDI.FinalDamage += 2.5f * SmiteLevel;
						break;
					}
					default: break;
				}
			}
		}
		else if (BaneOfArthropodsLevel > 0)
		{
			if (IsMob())
			{
				cMonster * Monster = static_cast<cMonster *>(this);
				switch (Monster->GetMobType())
				{
					case mtSpider:
					case mtCaveSpider:
					case mtSilverfish:
					{
						a_TDI.FinalDamage += 2.5f * BaneOfArthropodsLevel;
						// The duration of the effect is a random value between 1 and 1.5 seconds at level I,
						// increasing the max duration by 0.5 seconds each level
						// Ref: https://minecraft.gamepedia.com/Enchanting#Bane_of_Arthropods
						int Duration = 20 + GetRandomProvider().RandInt(BaneOfArthropodsLevel * 10);  // Duration in ticks
						Monster->AddEntityEffect(cEntityEffect::effSlowness, Duration, 4);

						break;
					}
					default: break;
				}
			}
		}

		int FireAspectLevel = static_cast<int>(Enchantments.GetLevel(cEnchantments::enchFireAspect));
		if (FireAspectLevel > 0)
		{
			int BurnTicks = 3;

			if (FireAspectLevel > 1)
			{
				BurnTicks += 4 * (FireAspectLevel - 1);
			}
			if (!IsMob() && !IsInWater())
			{
				StartBurning(BurnTicks * 20);
			}
			else if (IsMob() && !IsInWater())
			{
				cMonster * Monster = static_cast<cMonster *>(this);
				switch (Monster->GetMobType())
				{
					case mtGhast:
					case mtZombiePigman:
					case mtMagmaCube:
					{
						break;
					}
					default: StartBurning(BurnTicks * 20);
				}
			}
		}

		unsigned int ThornsLevel = 0;
		const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };
		for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++)
		{
			const cItem & Item = ArmorItems[i];
			ThornsLevel = std::max(ThornsLevel, Item.m_Enchantments.GetLevel(cEnchantments::enchThorns));
		}

		if (ThornsLevel > 0)
		{
			int Chance = static_cast<int>(ThornsLevel * 15);

			auto & Random = GetRandomProvider();

			if (Random.RandBool(Chance / 100.0))
			{
				a_TDI.Attacker->TakeDamage(dtAttack, this, 0, Random.RandReal(1.0f, 4.0f), 0);
			}
		}

		Player->GetStatManager().AddValue(statDamageDealt, static_cast<StatValue>(floor(a_TDI.FinalDamage * 10 + 0.5)));
	}

	m_Health -= a_TDI.FinalDamage;
	m_Health = std::max(m_Health, 0.0f);

	// Add knockback:
	if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != nullptr))
	{
		SetSpeed(a_TDI.Knockback);
	}

	m_World->BroadcastEntityStatus(*this, esGenericHurt);

	m_InvulnerableTicks = 10;

	if (m_Health <= 0)
	{
		KilledBy(a_TDI);

		if (a_TDI.Attacker != nullptr)
		{
			a_TDI.Attacker->Killed(this);
		}
	}
	return true;
}





int cEntity::GetRawDamageAgainst(const cEntity & a_Receiver)
{
	// Returns the hitpoints that this pawn can deal to a_Receiver using its equipped items
	// Ref: https://minecraft.gamepedia.com/Damage#Dealing_damage as of 2012_12_20
	switch (this->GetEquippedWeapon().m_ItemType)
	{
		case E_ITEM_WOODEN_SWORD:    return 4;
		case E_ITEM_GOLD_SWORD:      return 4;
		case E_ITEM_STONE_SWORD:     return 5;
		case E_ITEM_IRON_SWORD:      return 6;
		case E_ITEM_DIAMOND_SWORD:   return 7;

		case E_ITEM_WOODEN_AXE:      return 3;
		case E_ITEM_GOLD_AXE:        return 3;
		case E_ITEM_STONE_AXE:       return 4;
		case E_ITEM_IRON_AXE:        return 5;
		case E_ITEM_DIAMOND_AXE:     return 6;

		case E_ITEM_WOODEN_PICKAXE:  return 2;
		case E_ITEM_GOLD_PICKAXE:    return 2;
		case E_ITEM_STONE_PICKAXE:   return 3;
		case E_ITEM_IRON_PICKAXE:    return 4;
		case E_ITEM_DIAMOND_PICKAXE: return 5;

		case E_ITEM_WOODEN_SHOVEL:   return 1;
		case E_ITEM_GOLD_SHOVEL:     return 1;
		case E_ITEM_STONE_SHOVEL:    return 2;
		case E_ITEM_IRON_SHOVEL:     return 3;
		case E_ITEM_DIAMOND_SHOVEL:  return 4;
	}
	// All other equipped items give a damage of 1:
	return 1;
}





void cEntity::ApplyArmorDamage(int DamageBlocked)
{
	// cEntities don't necessarily have armor to damage.
	return;
}





bool cEntity::ArmorCoversAgainst(eDamageType a_DamageType)
{
	// Ref.: https://minecraft.gamepedia.com/Armor#Effects as of 2012_12_20
	switch (a_DamageType)
	{
		case dtOnFire:
		case dtSuffocating:
		case dtDrowning:  // TODO: This one could be a special case - in various MC versions (PC vs XBox) it is and isn't armor-protected
		case dtEnderPearl:
		case dtStarving:
		case dtInVoid:
		case dtPoisoning:
		case dtWithering:
		case dtPotionOfHarming:
		case dtFalling:
		case dtLightning:
		case dtPlugin:
		{
			return false;
		}

		case dtAttack:
		case dtArrowAttack:
		case dtCactusContact:
		case dtLavaContact:
		case dtFireContact:
		case dtExplosion:
		{
			return true;
		}
	}
	UNREACHABLE("Unsupported damage type");
}





float cEntity::GetEnchantmentCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
{
	int TotalEPF = 0;

	const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };
	for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++)
	{
		const cItem & Item = ArmorItems[i];

		if ((a_DamageType != dtInVoid) && (a_DamageType != dtAdmin) && (a_DamageType != dtStarving))
		{
			TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchProtection)) * 1;
		}

		if ((a_DamageType == dtBurning) || (a_DamageType == dtFireContact) || (a_DamageType == dtLavaContact))
		{
			TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchFireProtection)) * 2;
		}

		if ((a_DamageType == dtFalling) || (a_DamageType == dtEnderPearl))
		{
			TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchFeatherFalling)) * 3;
		}

		if (a_DamageType == dtExplosion)
		{
			TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchBlastProtection)) * 2;
		}

		// Note: Also blocks against fire charges, etc.
		if (a_DamageType == dtProjectile)
		{
			TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchProjectileProtection)) * 2;
		}
	}
	int CappedEPF = std::min(20, TotalEPF);
	return (a_Damage * CappedEPF / 25.0f);
}





float cEntity::GetEnchantmentBlastKnockbackReduction()
{
	UInt32 MaxLevel = 0;

	const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };

	for (auto & Item : ArmorItems)
	{
		UInt32 Level = Item.m_Enchantments.GetLevel(cEnchantments::enchBlastProtection);
		if (Level > MaxLevel)
		{
			// Get max blast protection
			MaxLevel = Level;
		}
	}

	// Max blast protect level is 4, each level provide 15% knock back reduction
	MaxLevel = std::min<UInt32>(MaxLevel, 4);
	return MaxLevel * 0.15f;
}





float cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
{
	// Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover

	// Filter out damage types that are not protected by armor:
	if (!ArmorCoversAgainst(a_DamageType))
	{
		return 0;
	}

	// Add up all armor points:
	// Ref.: https://minecraft.gamepedia.com/Armor#Defense_points
	int ArmorValue = 0;
	int Toughness = 0;
	switch (GetEquippedHelmet().m_ItemType)
	{
		case E_ITEM_LEATHER_CAP:    ArmorValue += 1; break;
		case E_ITEM_GOLD_HELMET:    ArmorValue += 2; break;
		case E_ITEM_CHAIN_HELMET:   ArmorValue += 2; break;
		case E_ITEM_IRON_HELMET:    ArmorValue += 2; break;
		case E_ITEM_DIAMOND_HELMET: ArmorValue += 3; Toughness += 2; break;
	}
	switch (GetEquippedChestplate().m_ItemType)
	{
		case E_ITEM_LEATHER_TUNIC:      ArmorValue += 3; break;
		case E_ITEM_GOLD_CHESTPLATE:    ArmorValue += 5; break;
		case E_ITEM_CHAIN_CHESTPLATE:   ArmorValue += 5; break;
		case E_ITEM_IRON_CHESTPLATE:    ArmorValue += 6; break;
		case E_ITEM_DIAMOND_CHESTPLATE: ArmorValue += 8; Toughness += 2; break;
	}
	switch (GetEquippedLeggings().m_ItemType)
	{
		case E_ITEM_LEATHER_PANTS:    ArmorValue += 2; break;
		case E_ITEM_GOLD_LEGGINGS:    ArmorValue += 3; break;
		case E_ITEM_CHAIN_LEGGINGS:   ArmorValue += 4; break;
		case E_ITEM_IRON_LEGGINGS:    ArmorValue += 5; break;
		case E_ITEM_DIAMOND_LEGGINGS: ArmorValue += 6; Toughness += 2; break;
	}
	switch (GetEquippedBoots().m_ItemType)
	{
		case E_ITEM_LEATHER_BOOTS: ArmorValue += 1; break;
		case E_ITEM_GOLD_BOOTS:    ArmorValue += 1; break;
		case E_ITEM_CHAIN_BOOTS:   ArmorValue += 1; break;
		case E_ITEM_IRON_BOOTS:    ArmorValue += 2; break;
		case E_ITEM_DIAMOND_BOOTS: ArmorValue += 3; Toughness += 2; break;
	}

	// TODO: Special armor cases, such as wool, saddles, dog's collar
	// Ref.: https://minecraft.gamepedia.com/Armor#Mob_armor as of 2012_12_20

	float Reduction = std::max(ArmorValue / 5.0f, ArmorValue - a_Damage / (2.0f + Toughness / 4.0f));
	return (a_Damage * std::min(20.0f, Reduction) / 25.0f);
}





double cEntity::GetKnockbackAmountAgainst(const cEntity & a_Receiver)
{
	// Default knockback for entities
	double Knockback = 10;

	// If we're sprinting, bump up the knockback
	if (IsSprinting())
	{
		Knockback = 15;
	}

	// Check for knockback enchantments (punch only applies to shot arrows)
	unsigned int KnockbackLevel = GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback);
	unsigned int KnockbackLevelMultiplier = 8;

	Knockback += KnockbackLevelMultiplier * KnockbackLevel;

	return Knockback;
}





void cEntity::KilledBy(TakeDamageInfo & a_TDI)
{
	m_Health = 0;

	cRoot::Get()->GetPluginManager()->CallHookKilling(*this, a_TDI.Attacker, a_TDI);

	if (m_Health > 0)
	{
		// Plugin wants to 'unkill' the pawn. Abort
		return;
	}

	// If the victim is a player the hook is handled by the cPlayer class
	if (!IsPlayer())
	{
		AString emptystring = AString("");
		cRoot::Get()->GetPluginManager()->CallHookKilled(*this, a_TDI, emptystring);
	}

	// Drop loot:
	cItems Drops;
	GetDrops(Drops, a_TDI.Attacker);
	m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY(), GetPosZ());

	m_World->BroadcastEntityStatus(*this, esGenericDead);
}





void cEntity::Heal(int a_HitPoints)
{
	m_Health += a_HitPoints;
	m_Health = std::min(m_Health, m_MaxHealth);
}





void cEntity::SetHealth(float a_Health)
{
	m_Health = Clamp(a_Health, 0.0f, m_MaxHealth);
}





void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	ASSERT(IsTicking());
	ASSERT(GetWorld() != nullptr);
	m_TicksAlive++;

	if (m_InvulnerableTicks > 0)
	{
		m_InvulnerableTicks--;
	}

	// Non-players are destroyed as soon as they fall out of the world:
	if ((GetPosY() < 0) && (!IsPlayer()))
	{
		Destroy();
		return;
	}

	if (m_AttachedTo != nullptr)
	{
		SetPosition(m_AttachedTo->GetPosition());
	}
	else
	{
		if (!a_Chunk.IsValid())
		{
			return;
		}

		// Position changed -> Super::Tick() called:
		GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, POSX_TOINT, POSZ_TOINT);

		// Set swim states (water, lava, and fire):
		SetSwimState(*NextChunk);

		// Handle catching on fire and burning:
		TickBurning(*NextChunk);

		// Damage players if they are in the void
		if (GetPosY() < VOID_BOUNDARY)
		{
			TickInVoid(*NextChunk);
		}
		else
		{
			m_TicksSinceLastVoidDamage = 0;
		}

		// Handle cactus damage or destruction:
		if (
			IsMob() || IsPickup() ||
			(IsPlayer() && !((static_cast<cPlayer *>(this))->IsGameModeCreative() || (static_cast<cPlayer *>(this))->IsGameModeSpectator()))
		)
		{
			DetectCacti();
		}

		// Handle drowning:
		if (IsMob() || IsPlayer())
		{
			HandleAir();
		}

		if (!DetectPortal())  // Our chunk is invalid if we have moved to another world
		{
			// None of the above functions changed position, we remain in the chunk of NextChunk
			HandlePhysics(a_Dt, *NextChunk);
		}
	}
}





void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	int BlockX = POSX_TOINT;
	int BlockY = POSY_TOINT;
	int BlockZ = POSZ_TOINT;

	// Position changed -> Super::HandlePhysics() called
	GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, BlockX, BlockZ);

	// TODO Add collision detection with entities.
	auto DtSec = std::chrono::duration_cast<std::chrono::duration<double>>(a_Dt);
	Vector3d NextPos = Vector3d(GetPosX(), GetPosY(), GetPosZ());
	Vector3d NextSpeed = Vector3d(GetSpeedX(), GetSpeedY(), GetSpeedZ());

	if ((BlockY >= cChunkDef::Height) || (BlockY < 0))
	{
		// Outside of the world
		AddSpeedY(m_Gravity * DtSec.count());
		AddPosition(GetSpeed() * DtSec.count());
		return;
	}

	int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
	int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
	BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ);
	BLOCKTYPE BlockBelow = (BlockY > 0) ? NextChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
	if (!cBlockInfo::IsSolid(BlockIn))  // Making sure we are not inside a solid block
	{
		if (m_bOnGround)  // check if it's still on the ground
		{
			if (!cBlockInfo::IsSolid(BlockBelow))  // Check if block below is air or water.
			{
				m_bOnGround = false;
			}
		}
	}
	else if (!(IsMinecart() || IsTNT() || (IsPickup() && (m_TicksAlive < 15))))
	{
		// Push out entity.
		BLOCKTYPE GotBlock;

		static const struct
		{
			int x, y, z;
		} gCrossCoords[] =
		{
			{ 1, 0,  0},
			{-1, 0,  0},
			{ 0, 0,  1},
			{ 0, 0, -1},
		} ;

		bool IsNoAirSurrounding = true;
		for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
		{
			if (!NextChunk->UnboundedRelGetBlockType(RelBlockX + gCrossCoords[i].x, BlockY, RelBlockZ + gCrossCoords[i].z, GotBlock))
			{
				// The pickup is too close to an unloaded chunk, bail out of any physics handling
				return;
			}
			if (!cBlockInfo::IsSolid(GotBlock))
			{
				NextPos.x += gCrossCoords[i].x;
				NextPos.z += gCrossCoords[i].z;
				IsNoAirSurrounding = false;
				break;
			}
		}  // for i - gCrossCoords[]

		if (IsNoAirSurrounding)
		{
			NextPos.y += 0.5;
		}

		m_bHasSentNoSpeed = false;  // this unlocks movement sending to client in BroadcastMovementUpdate function
		m_bOnGround = true;

		/*
		// DEBUG:
		FLOGD("Entity #{0} ({1}) is inside a block at {{2}}",
			m_UniqueID, GetClass(), Vector3i{BlockX, BlockY, BlockZ}
		);
		*/
	}

	if (!m_bOnGround)
	{
		double fallspeed;
		if (IsBlockWater(BlockIn))
		{
			fallspeed = m_Gravity * DtSec.count() / 3;  // Fall 3x slower in water
			ApplyFriction(NextSpeed, 0.7, static_cast<float>(DtSec.count()));
		}
		else if (BlockIn == E_BLOCK_COBWEB)
		{
			NextSpeed.y *= 0.05;  // Reduce overall falling speed
			fallspeed = 0;  // No falling
		}
		else
		{
			// Normal gravity
			fallspeed = m_Gravity * DtSec.count();
			NextSpeed -= NextSpeed * (m_AirDrag * 20.0f) * DtSec.count();
		}
		NextSpeed.y += static_cast<float>(fallspeed);

		// A real boat floats
		if (IsBoat())
		{
			// Find top water block and sit there
			int NextBlockY = BlockY;
			BLOCKTYPE NextBlock = NextChunk->GetBlock(RelBlockX, NextBlockY, RelBlockZ);
			while (IsBlockWater(NextBlock))
			{
				NextBlock = NextChunk->GetBlock(RelBlockX, ++NextBlockY, RelBlockZ);
			}
			NextPos.y = NextBlockY - 0.5;
			NextSpeed.y = 0;
		}
	}
	else
	{
		ApplyFriction(NextSpeed, 0.7, static_cast<float>(DtSec.count()));
	}

	// Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we
	// might have different speed modifiers according to terrain.
	if (BlockIn == E_BLOCK_COBWEB)
	{
		NextSpeed.x *= 0.25;
		NextSpeed.z *= 0.25;
	}

	// Get water direction
	Vector3f WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);

	m_WaterSpeed *= 0.9;  // Reduce speed each tick

	auto AdjustSpeed = [](double & a_WaterSpeed, float a_WaterDir)
		{
			if (std::abs(a_WaterDir) > (0.05f / 0.4f))
			{
				a_WaterSpeed = 0.4 * a_WaterDir;
			}
			else if (std::abs(a_WaterSpeed) < 0.05)
			{
				a_WaterSpeed = 0.0;
			}
		};
	AdjustSpeed(m_WaterSpeed.x, WaterDir.x);
	AdjustSpeed(m_WaterSpeed.z, WaterDir.z);

	NextSpeed += m_WaterSpeed;

	if (NextSpeed.SqrLength() > 0.0f)
	{
		Vector3d HitCoords;
		Vector3i HitBlockCoords;
		eBlockFace HitBlockFace;
		Vector3d wantNextPos = NextPos + NextSpeed * DtSec.count();
		auto isHit = cLineBlockTracer::FirstSolidHitTrace(*GetWorld(), NextPos, wantNextPos, HitCoords, HitBlockCoords, HitBlockFace);
		if (isHit)
		{
			// Set our position to where the block was hit:
			NextPos = HitCoords;

			// Avoid movement in the direction of the blockface that has been hit and correct for collision box:
			double HalfWidth = GetWidth() / 2.0;
			switch (HitBlockFace)
			{
				case BLOCK_FACE_XM:
				{
					NextSpeed.x = 0;
					NextPos.x -= HalfWidth;
					break;
				}
				case BLOCK_FACE_XP:
				{
					NextSpeed.x = 0;
					NextPos.x += HalfWidth;
					break;
				}
				case BLOCK_FACE_YM:
				{
					NextSpeed.y = 0;
					NextPos.y -= GetHeight();
					break;
				}
				case BLOCK_FACE_YP:
				{
					NextSpeed.y = 0;
					// We hit the ground, adjust the position to the top of the block:
					m_bOnGround = true;
					NextPos.y = HitBlockCoords.y + 1;
					break;
				}
				case BLOCK_FACE_ZM:
				{
					NextSpeed.z = 0;
					NextPos.z -= HalfWidth;
					break;
				}
				case BLOCK_FACE_ZP:
				{
					NextSpeed.z = 0;
					NextPos.z += HalfWidth;
					break;
				}
				default:
				{
					break;
				}
			}
		}
		else
		{
			// We didn't hit anything, so move:
			NextPos += (NextSpeed * DtSec.count());
		}
	}

	SetPosition(NextPos);
	SetSpeed(NextSpeed);
}





void cEntity::ApplyFriction(Vector3d & a_Speed, double a_SlowdownMultiplier, float a_Dt)
{
	if (a_Speed.SqrLength() > 0.0004f)
	{
		a_Speed.x *= a_SlowdownMultiplier / (1 + a_Dt);
		if (fabs(a_Speed.x) < 0.05)
		{
			a_Speed.x = 0;
		}
		a_Speed.z *= a_SlowdownMultiplier / (1 + a_Dt);
		if (fabs(a_Speed.z) < 0.05)
		{
			a_Speed.z = 0;
		}
	}
}





void cEntity::TickBurning(cChunk & a_Chunk)
{
	// If we're about to change worlds, then we can't accurately determine whether we're in lava (#3939)
	if (IsWorldChangeScheduled())
	{
		return;
	}

	// Remember the current burning state:
	bool HasBeenBurning = (m_TicksLeftBurning > 0);

	// Fireproof entities burn out on the next tick
	if (IsFireproof())
	{
		m_TicksLeftBurning = 0;
	}

	// Fire is extinguished by rain
	if (GetWorld()->IsWeatherWetAtXYZ(GetPosition().Floor()))
	{
		m_TicksLeftBurning = 0;
	}

	// Do the burning damage:
	if (m_TicksLeftBurning > 0)
	{
		m_TicksSinceLastBurnDamage++;
		if (m_TicksSinceLastBurnDamage >= BURN_TICKS_PER_DAMAGE)
		{
			if (!IsFireproof())
			{
				TakeDamage(dtOnFire, nullptr, BURN_DAMAGE, 0);
			}
			m_TicksSinceLastBurnDamage = 0;
		}
		m_TicksLeftBurning--;
	}

	if (IsInWater())
	{
		// Extinguish the fire
		m_TicksLeftBurning = 0;
	}

	if (IsInLava())
	{
		// Burn:
		m_TicksLeftBurning = BURN_TICKS;

		// Periodically damage:
		m_TicksSinceLastLavaDamage++;
		if (m_TicksSinceLastLavaDamage >= LAVA_TICKS_PER_DAMAGE)
		{
			if (!IsFireproof())
			{
				TakeDamage(dtLavaContact, nullptr, LAVA_DAMAGE, 0);
			}
			m_TicksSinceLastLavaDamage = 0;
		}
	}
	else
	{
		m_TicksSinceLastLavaDamage = 0;
	}

	if (IsInFire())
	{
		// Burn:
		m_TicksLeftBurning = BURN_TICKS;

		// Periodically damage:
		m_TicksSinceLastFireDamage++;
		if (m_TicksSinceLastFireDamage >= FIRE_TICKS_PER_DAMAGE)
		{
			if (!IsFireproof() && !IsInLava())
			{
				TakeDamage(dtFireContact, nullptr, FIRE_DAMAGE, 0);
			}
			m_TicksSinceLastFireDamage = 0;
		}
	}
	else
	{
		m_TicksSinceLastFireDamage = 0;
	}

	// If just started / finished burning, notify descendants:
	if ((m_TicksLeftBurning > 0) && !HasBeenBurning)
	{
		OnStartedBurning();
	}
	else if ((m_TicksLeftBurning <= 0) && HasBeenBurning)
	{
		OnFinishedBurning();
	}
}





void cEntity::TickInVoid(cChunk & a_Chunk)
{
	if (m_TicksSinceLastVoidDamage == 20)
	{
		TakeDamage(dtInVoid, nullptr, 2, 0);
		m_TicksSinceLastVoidDamage = 0;
	}
	else
	{
		m_TicksSinceLastVoidDamage++;
	}
}





void cEntity::DetectCacti(void)
{
	int MinX = FloorC(GetPosX() - m_Width / 2);
	int MaxX = FloorC(GetPosX() + m_Width / 2);
	int MinZ = FloorC(GetPosZ() - m_Width / 2);
	int MaxZ = FloorC(GetPosZ() + m_Width / 2);
	int MinY = Clamp(POSY_TOINT, 0, cChunkDef::Height - 1);
	int MaxY = Clamp(FloorC(GetPosY() + m_Height), 0, cChunkDef::Height - 1);

	for (int x = MinX; x <= MaxX; x++)
	{
		for (int z = MinZ; z <= MaxZ; z++)
		{
			for (int y = MinY; y <= MaxY; y++)
			{
				if (GetWorld()->GetBlock(x, y, z) == E_BLOCK_CACTUS)
				{
					TakeDamage(dtCactusContact, nullptr, 1, 0);
					return;
				}
			}  // for y
		}  // for z
	}  // for x
}





bool cEntity::DetectPortal()
{
	// If somebody scheduled a world change, do nothing.
	if (IsWorldChangeScheduled())
	{
		return true;
	}

	if (GetWorld()->GetDimension() == dimOverworld)
	{
		if (GetWorld()->GetLinkedNetherWorldName().empty() && GetWorld()->GetLinkedEndWorldName().empty())
		{
			// Teleportation to either dimension not enabled, don't bother proceeding
			return false;
		}
	}
	else if (GetWorld()->GetLinkedOverworldName().empty())
	{
		// Overworld teleportation disabled, abort
		return false;
	}

	int X = POSX_TOINT, Y = POSY_TOINT, Z = POSZ_TOINT;
	if ((Y > 0) && (Y < cChunkDef::Height))
	{
		switch (GetWorld()->GetBlock(X, Y, Z))
		{
			case E_BLOCK_NETHER_PORTAL:
			{
				if (m_PortalCooldownData.m_ShouldPreventTeleportation)
				{
					// Just exited a portal, don't teleport again
					return false;
				}

				if ((m_AttachedTo != nullptr) || (m_Attachee != nullptr))
				{
					// Don't let attached entities change worlds, like players riding a minecart
					return false;
				}

				if (IsPlayer() && !(static_cast<cPlayer *>(this))->IsGameModeCreative() && (m_PortalCooldownData.m_TicksDelayed != 80))
				{
					// Delay teleportation for four seconds if the entity is a non-creative player
					m_PortalCooldownData.m_TicksDelayed++;
					return false;
				}
				m_PortalCooldownData.m_TicksDelayed = 0;

				// Nether portal in the nether
				if (GetWorld()->GetDimension() == dimNether)
				{
					if (GetWorld()->GetLinkedOverworldName().empty())
					{
						return false;
					}
					cWorld * DestinationWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedOverworldName());
					eDimension DestionationDim = DestinationWorld->GetDimension();

					m_PortalCooldownData.m_ShouldPreventTeleportation = true;  // Stop portals from working on respawn

					if (IsPlayer())
					{
						// Send a respawn packet before world is loaded / generated so the client isn't left in limbo
						(static_cast<cPlayer *>(this))->GetClientHandle()->SendRespawn(DestionationDim);
					}

					Vector3d TargetPos = GetPosition();
					TargetPos.x *= 8.0;
					TargetPos.z *= 8.0;

					cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedOverworldName());
					ASSERT(TargetWorld != nullptr);  // The linkage checker should have prevented this at startup. See cWorld::start()
					LOGD("Jumping %s -> %s", DimensionToString(dimNether).c_str(), DimensionToString(DestionationDim).c_str());
					new cNetherPortalScanner(*this, *TargetWorld, TargetPos, cChunkDef::Height);
					return true;
				}
				// Nether portal in the overworld
				else
				{
					if (GetWorld()->GetLinkedNetherWorldName().empty())
					{
						return false;
					}
					cWorld * DestinationWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedNetherWorldName());
					eDimension DestionationDim = DestinationWorld->GetDimension();

					m_PortalCooldownData.m_ShouldPreventTeleportation = true;

					if (IsPlayer())
					{
						if (DestionationDim == dimNether)
						{
							static_cast<cPlayer *>(this)->AwardAchievement(achEnterPortal);
						}

						static_cast<cPlayer *>(this)->GetClientHandle()->SendRespawn(DestionationDim);
					}

					Vector3d TargetPos = GetPosition();
					TargetPos.x /= 8.0;
					TargetPos.z /= 8.0;

					cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedNetherWorldName());
					ASSERT(TargetWorld != nullptr);  // The linkage checker should have prevented this at startup. See cWorld::start()
					LOGD("Jumping %s -> %s", DimensionToString(dimOverworld).c_str(), DimensionToString(DestionationDim).c_str());
					new cNetherPortalScanner(*this, *TargetWorld, TargetPos, (cChunkDef::Height / 2));
					return true;
				}
			}
			case E_BLOCK_END_PORTAL:
			{
				if (m_PortalCooldownData.m_ShouldPreventTeleportation)
				{
					return false;
				}

				if ((m_AttachedTo != nullptr) || (m_Attachee != nullptr))
				{
					// Don't let attached entities change worlds, like players riding a minecart
					return false;
				}

				// End portal in the end
				if (GetWorld()->GetDimension() == dimEnd)
				{

					if (GetWorld()->GetLinkedOverworldName().empty())
					{
						return false;
					}
					cWorld * DestinationWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedOverworldName());
					eDimension DestionationDim = DestinationWorld->GetDimension();


					m_PortalCooldownData.m_ShouldPreventTeleportation = true;

					if (IsPlayer())
					{
						cPlayer * Player = static_cast<cPlayer *>(this);
						if (Player->GetBedWorld() == DestinationWorld)
						{
							Player->TeleportToCoords(Player->GetLastBedPos().x, Player->GetLastBedPos().y, Player->GetLastBedPos().z);
						}
						else
						{
							Player->TeleportToCoords(DestinationWorld->GetSpawnX(), DestinationWorld->GetSpawnY(), DestinationWorld->GetSpawnZ());
						}
						Player->GetClientHandle()->SendRespawn(DestionationDim);
					}

					cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedOverworldName());
					ASSERT(TargetWorld != nullptr);  // The linkage checker should have prevented this at startup. See cWorld::start()
					LOGD("Jumping %s -> %s", DimensionToString(dimEnd).c_str(), DimensionToString(DestionationDim).c_str());
					return MoveToWorld(*TargetWorld, false);
				}
				// End portal in the overworld
				else
				{
					if (GetWorld()->GetLinkedEndWorldName().empty())
					{
						return false;
					}
					cWorld * DestinationWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedEndWorldName());
					eDimension DestionationDim = DestinationWorld->GetDimension();

					m_PortalCooldownData.m_ShouldPreventTeleportation = true;

					if (IsPlayer())
					{
						if (DestionationDim == dimEnd)
						{
							static_cast<cPlayer *>(this)->AwardAchievement(achEnterTheEnd);
						}
						static_cast<cPlayer *>(this)->GetClientHandle()->SendRespawn(DestionationDim);
					}

					cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedEndWorldName());
					ASSERT(TargetWorld != nullptr);  // The linkage checker should have prevented this at startup. See cWorld::start()
					LOGD("Jumping %s -> %s", DimensionToString(dimOverworld).c_str(), DimensionToString(DestionationDim).c_str());
					return MoveToWorld(*TargetWorld, false);
				}

			}
			default: break;
		}
	}

	// Allow portals to work again
	m_PortalCooldownData.m_ShouldPreventTeleportation = false;
	m_PortalCooldownData.m_TicksDelayed = 0;
	return false;
}





void cEntity::DoMoveToWorld(const sWorldChangeInfo & a_WorldChangeInfo)
{
	ASSERT(a_WorldChangeInfo.m_NewWorld != nullptr);

	if (a_WorldChangeInfo.m_SetPortalCooldown)
	{
		m_PortalCooldownData.m_TicksDelayed = 0;
		m_PortalCooldownData.m_ShouldPreventTeleportation = true;
	}

	if (GetWorld() == a_WorldChangeInfo.m_NewWorld)
	{
		// Moving to same world, don't need to remove from world
		SetPosition(a_WorldChangeInfo.m_NewPosition);
		return;
	}

	LOGD("Warping entity #%i (%s) from world \"%s\" to \"%s\". Source chunk: (%d, %d) ",
		GetUniqueID(), GetClass(),
		m_World->GetName(), a_WorldChangeInfo.m_NewWorld->GetName(),
		GetChunkX(), GetChunkZ()
	);

	// If entity is attached to another entity, detach, to prevent client side effects
	Detach();

	// Stop ticking, in preperation for detaching from this world.
	SetIsTicking(false);

	// Remove from the old world
	auto Self = m_World->RemoveEntity(*this);

	// Update entity before calling hook
	ResetPosition(a_WorldChangeInfo.m_NewPosition);
	SetWorld(a_WorldChangeInfo.m_NewWorld);

	cRoot::Get()->GetPluginManager()->CallHookEntityChangedWorld(*this, *m_World);

	// Don't do anything after adding as the old world's CS no longer protects us
	a_WorldChangeInfo.m_NewWorld->AddEntity(std::move(Self));
}





bool cEntity::MoveToWorld(cWorld & a_World, Vector3d a_NewPosition, bool a_SetPortalCooldown, bool a_ShouldSendRespawn)
{
	// Ask the plugins if the entity is allowed to change world
	if (cRoot::Get()->GetPluginManager()->CallHookEntityChangingWorld(*this, a_World))
	{
		// A Plugin isn't allowing the entity to change world
		return false;
	}

	const auto OldWorld = m_WorldChangeInfo.m_NewWorld;

	// Create new world change info
	// (The last warp command always takes precedence)
	m_WorldChangeInfo = { &a_World,  a_NewPosition, a_SetPortalCooldown, a_ShouldSendRespawn };

	if (OldWorld != nullptr)
	{
		// Avoid scheduling multiple warp tasks
		// Only move ahead if we came from a "not warping" state
		return true;
	}

	// TODO: move to capture when C++14
	const auto EntityID = GetUniqueID();

	/* Requirements:
	Only one world change in-flight at any time
	No ticking during world changes
	The last invocation takes effect

	As of writing, cWorld ticks entities, clients, and then processes tasks
	We may call MoveToWorld (any number of times - consider multiple /portal commands within a tick) in the first and second stages
	Queue a task onto the third stage to invoke DoMoveToWorld ONCE with the last given destination world
	Store entity IDs in case client tick found the player disconnected and immediately destroys the object

	After the move begins, no further calls to MoveToWorld is possible since neither the client nor entity is ticked
	This remains until the warp is complete and the destination world resumes ticking.
	*/
	GetWorld()->QueueTask(
		[EntityID](cWorld & a_CurWorld)
		{
			a_CurWorld.DoWithEntityByID(
				EntityID,
				[](cEntity & a_Entity)
				{
					auto & WCI = a_Entity.m_WorldChangeInfo;
					a_Entity.DoMoveToWorld(WCI);
					WCI.m_NewWorld = nullptr;
					return true;
				}
			);
		}
	);

	return true;
}





bool cEntity::MoveToWorld(cWorld & a_World, bool a_ShouldSendRespawn)
{
	return MoveToWorld(a_World, a_ShouldSendRespawn, Vector3d(a_World.GetSpawnX(), a_World.GetSpawnY(), a_World.GetSpawnZ()));
}





bool cEntity::MoveToWorld(const AString & a_WorldName, bool a_ShouldSendRespawn)
{
	cWorld * World = cRoot::Get()->GetWorld(a_WorldName);
	if (World == nullptr)
	{
		LOG("%s: Couldn't find world \"%s\".", __FUNCTION__, a_WorldName.c_str());
		return false;
	}

	return MoveToWorld(*World, Vector3d(World->GetSpawnX(), World->GetSpawnY(), World->GetSpawnZ()), false, a_ShouldSendRespawn);
}





void cEntity::SetSwimState(cChunk & a_Chunk)
{
	m_IsInFire = false;
	m_IsInLava = false;
	m_IsInWater = false;
	m_IsHeadInWater = false;

	int RelY = FloorC(GetPosY() + 0.1);
	int HeadRelY = CeilC(GetPosY() + GetHeight()) - 1;
	ASSERT(RelY <= HeadRelY);
	if ((RelY < 0) || (HeadRelY >= cChunkDef::Height))
	{
		return;
	}

	int MinRelX = FloorC(GetPosX() - m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
	int MaxRelX = FloorC(GetPosX() + m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
	int MinRelZ = FloorC(GetPosZ() - m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
	int MaxRelZ = FloorC(GetPosZ() + m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
	int MinY = Clamp(POSY_TOINT, 0, cChunkDef::Height - 1);
	int MaxY = Clamp(FloorC(GetPosY() + m_Height), 0, cChunkDef::Height - 1);

	for (int x = MinRelX; x <= MaxRelX; x++)
	{
		for (int z = MinRelZ; z <= MaxRelZ; z++)
		{
			for (int y = MinY; y <= MaxY; y++)
			{
				BLOCKTYPE Block;
				if (!a_Chunk.UnboundedRelGetBlockType(x, y, z, Block))
				{
					LOGD("SetSwimState failure: RelX = %d, RelY = %d, RelZ = %d, Pos = %.02f, %.02f}",
						x, y, z, GetPosX(), GetPosZ()
					);
					continue;
				}

				if (Block == E_BLOCK_FIRE)
				{
					m_IsInFire = true;
				}
				else if (IsBlockLava(Block))
				{
					m_IsInLava = true;
				}
				else if (IsBlockWater(Block))
				{
					m_IsInWater = true;
				}
			}  // for y
		}  // for z
	}  // for x

	// Check if the entity's head is in water.
	int RelX = POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width;
	int RelZ = POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width;
	int HeadHeight = CeilC(GetPosY() + GetHeight()) - 1;
	BLOCKTYPE BlockIn;
	if (!a_Chunk.UnboundedRelGetBlockType(RelX, HeadHeight, RelZ, BlockIn))
	{
		LOGD("SetSwimState failure: RelX = %d, RelY = %d, RelZ = %d, Pos = %.02f, %.02f}",
			RelX, HeadHeight, RelZ, GetPosX(), GetPosZ()
		);
		return;
	}
	m_IsHeadInWater = IsBlockWater(BlockIn);
}





void cEntity::SetIsTicking(bool a_IsTicking)
{
	m_IsTicking = a_IsTicking;
	ASSERT(!(m_IsTicking && (m_ParentChunk == nullptr)));  // We shouldn't be ticking if we have no parent chunk
}





void cEntity::DoSetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
	m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ);

	WrapSpeed();
}





void cEntity::HandleAir(void)
{
	// Ref.: https://minecraft.gamepedia.com/Chunk_format
	// See if the entity is /submerged/ water (head is in water)
	// Get the type of block the entity is standing in:

	int RespirationLevel = static_cast<int>(GetEquippedHelmet().m_Enchantments.GetLevel(cEnchantments::enchRespiration));

	if (IsHeadInWater())
	{
		if (!IsPlayer())  // Players control themselves
		{
			SetSpeedY(1);  // Float in the water
		}

		if (RespirationLevel > 0)
		{
			static_cast<cPawn *>(this)->AddEntityEffect(cEntityEffect::effNightVision, 200, 5, 0);
		}

		if (m_AirLevel <= 0)
		{
			// Runs the air tick timer to check whether the player should be damaged
			if (m_AirTickTimer <= 0)
			{
				// Damage player
				TakeDamage(dtDrowning, nullptr, 1, 1, 0);
				// Reset timer
				m_AirTickTimer = DROWNING_TICKS;
			}
			else
			{
				m_AirTickTimer--;
			}
		}
		else
		{
			// Reduce air supply
			m_AirLevel--;
		}
	}
	else
	{
		// Set the air back to maximum
		m_AirLevel = MAX_AIR_LEVEL;
		m_AirTickTimer = DROWNING_TICKS;

		if (RespirationLevel > 0)
		{
			m_AirTickTimer = DROWNING_TICKS + (RespirationLevel * 15 * 20);
		}

	}
}





void cEntity::ResetPosition(Vector3d a_NewPos)
{
	SetPosition(a_NewPos);
	m_LastSentPosition = GetPosition();
}





void cEntity::OnStartedBurning(void)
{
	// Broadcast the change:
	m_World->BroadcastEntityMetadata(*this);
}





void cEntity::OnFinishedBurning(void)
{
	// Broadcast the change:
	m_World->BroadcastEntityMetadata(*this);
}





void cEntity::SetMaxHealth(float a_MaxHealth)
{
	m_MaxHealth = a_MaxHealth;

	// Reset health, if too high:
	m_Health = std::min(m_Health, a_MaxHealth);
}





void cEntity::SetIsFireproof(bool a_IsFireproof)
{
	m_IsFireproof = a_IsFireproof;
}





void cEntity::StartBurning(int a_TicksLeftBurning)
{
	if (m_TicksLeftBurning > 0)
	{
		// Already burning, top up the ticks left burning and bail out:
		m_TicksLeftBurning = std::max(m_TicksLeftBurning, a_TicksLeftBurning);
		return;
	}

	m_TicksLeftBurning = a_TicksLeftBurning;
	OnStartedBurning();
}





void cEntity::StopBurning(void)
{
	bool HasBeenBurning = (m_TicksLeftBurning > 0);
	m_TicksLeftBurning = 0;
	m_TicksSinceLastBurnDamage = 0;
	m_TicksSinceLastFireDamage = 0;
	m_TicksSinceLastLavaDamage = 0;

	// Notify if the entity has stopped burning
	if (HasBeenBurning)
	{
		OnFinishedBurning();
	}
}





void cEntity::TeleportToEntity(cEntity & a_Entity)
{
	TeleportToCoords(a_Entity.GetPosX(), a_Entity.GetPosY(), a_Entity.GetPosZ());
}





void cEntity::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
{
	//  ask the plugins to allow teleport to the new position.
	if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPosition, Vector3d(a_PosX, a_PosY, a_PosZ)))
	{
		SetPosition({a_PosX, a_PosY, a_PosZ});
	}
}





void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
{
	// Process packet sending every two ticks
	if (GetWorld()->GetWorldAge() % 2 != 0)
	{
		return;
	}

	if (GetSpeed().SqrLength() > 0.001)
	{
		// Movin'
		m_World->BroadcastEntityVelocity(*this, a_Exclude);
		m_bHasSentNoSpeed = false;
	}
	else if (!m_bHasSentNoSpeed)
	{
		// Speed is zero, send this to clients once only as well as an absolute position
		m_World->BroadcastEntityVelocity(*this, a_Exclude);
		m_World->BroadcastEntityPosition(*this, a_Exclude);
		m_LastSentPosition = GetPosition();
		m_bDirtyOrientation = false;
		m_bHasSentNoSpeed = true;
	}

	Vector3i Diff = (GetPosition() * 32.0).Floor() - (m_LastSentPosition * 32.0).Floor();
	if (Diff.HasNonZeroLength())  // Have we moved?
	{
		m_World->BroadcastEntityPosition(*this, a_Exclude);

		// Clients seem to store two positions, one for the velocity packet and one for the teleport / relmove packet
		// The latter is only changed with a relmove / teleport, and m_LastSentPosition stores this position
		m_LastSentPosition = GetPosition();
		m_bDirtyOrientation = false;
	}

	if (m_bDirtyHead)
	{
		m_World->BroadcastEntityHeadLook(*this, a_Exclude);
		m_bDirtyHead = false;
	}

	if (m_bDirtyOrientation)
	{
		// Send individual update in case above (sending with rel-move packet) wasn't done
		GetWorld()->BroadcastEntityLook(*this, a_Exclude);
		m_bDirtyOrientation = false;
	}
}





cEntity * cEntity::GetAttached()
{
	return m_AttachedTo;
}





void cEntity::AttachTo(cEntity * a_AttachTo)
{
	if (m_AttachedTo == a_AttachTo)
	{
		// Already attached to that entity, nothing to do here
		return;
	}
	if (m_AttachedTo != nullptr)
	{
		// Detach from any previous entity:
		Detach();
	}

	// Update state information
	m_AttachedTo = a_AttachTo;
	a_AttachTo->m_Attachee = this;
	if (a_AttachTo != nullptr)
	{
		m_World->BroadcastAttachEntity(*this, *a_AttachTo);
	}
}





void cEntity::Detach(void)
{
	if (m_AttachedTo == nullptr)
	{
		// Already not attached to any entity, our work is done
		return;
	}
	m_World->BroadcastDetachEntity(*this, *m_AttachedTo);

	m_AttachedTo->m_Attachee = nullptr;
	m_AttachedTo = nullptr;
}





bool cEntity::IsA(const char * a_ClassName) const
{
	return ((a_ClassName != nullptr) && (strcmp(a_ClassName, "cEntity") == 0));
}





bool cEntity::IsAttachedTo(const cEntity * a_Entity) const
{
	if ((m_AttachedTo != nullptr) && (a_Entity->GetUniqueID() == m_AttachedTo->GetUniqueID()))
	{
		return true;
	}
	return false;
}





bool cEntity::IsOrientationDirty() const
{
	return m_bDirtyOrientation;
}





void cEntity::SetHeadYaw(double a_HeadYaw)
{
	m_HeadYaw = a_HeadYaw;
	m_bDirtyHead = true;
	WrapHeadYaw();
}





void cEntity::SetHeight(double a_Height)
{
	m_Height = a_Height;
}





void cEntity::SetMass(double a_Mass)
{
	// Make sure that mass is not zero. 1g is the default because we
	// have to choose a number. It's perfectly legal to have a mass
	// less than 1g as long as is NOT equal or less than zero.
	m_Mass = std::max(a_Mass, 0.001);
}





void cEntity::SetYaw(double a_Yaw)
{
	m_Rot.x = a_Yaw;
	m_bDirtyOrientation = true;
	WrapRotation();
}





void cEntity::SetPitch(double a_Pitch)
{
	m_Rot.y = a_Pitch;
	m_bDirtyOrientation = true;
	WrapRotation();
}





void cEntity::SetRoll(double a_Roll)
{
	m_Rot.z = a_Roll;
	m_bDirtyOrientation = true;
}





void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
	DoSetSpeed(a_SpeedX, a_SpeedY, a_SpeedZ);
}





void cEntity::SetSpeedX(double a_SpeedX)
{
	SetSpeed(a_SpeedX, m_Speed.y, m_Speed.z);
}





void cEntity::SetSpeedY(double a_SpeedY)
{
	SetSpeed(m_Speed.x, a_SpeedY, m_Speed.z);
}





void cEntity::SetSpeedZ(double a_SpeedZ)
{
	SetSpeed(m_Speed.x, m_Speed.y, a_SpeedZ);
}





void cEntity::SetWidth(double a_Width)
{
	m_Width = a_Width;
}





void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeedZ)
{
	DoSetSpeed(m_Speed.x + a_AddSpeedX, m_Speed.y + a_AddSpeedY, m_Speed.z + a_AddSpeedZ);
}





void cEntity::AddSpeedX(double a_AddSpeedX)
{
	AddSpeed(a_AddSpeedX, 0, 0);
}





void cEntity::AddSpeedY(double a_AddSpeedY)
{
	AddSpeed(0, a_AddSpeedY, 0);
}





void cEntity::AddSpeedZ(double a_AddSpeedZ)
{
	AddSpeed(0, 0, a_AddSpeedZ);
}





void cEntity::HandleSpeedFromAttachee(float a_Forward, float a_Sideways)
{
	Vector3d LookVector = m_Attachee->GetLookVector();
	double AddSpeedX = LookVector.x * a_Forward + LookVector.z * a_Sideways;
	double AddSpeedZ = LookVector.z * a_Forward - LookVector.x * a_Sideways;
	SetSpeed(AddSpeedX, 0, AddSpeedZ);
	BroadcastMovementUpdate();
}





void cEntity::SteerVehicle(float a_Forward, float a_Sideways)
{
	if (m_AttachedTo == nullptr)
	{
		return;
	}
	if ((a_Forward != 0.0f) || (a_Sideways != 0.0f))
	{
		m_AttachedTo->HandleSpeedFromAttachee(a_Forward, a_Sideways);
	}
}





bool cEntity::IsTicking(void) const
{
	ASSERT(!(m_IsTicking && (m_ParentChunk == nullptr)));  // We shouldn't be ticking if we have no parent chunk
	return m_IsTicking;
}

////////////////////////////////////////////////////////////////////////////////
// Get look vector (this is NOT a rotation!)
Vector3d cEntity::GetLookVector(void) const
{
	Matrix4d m;
	m.Init(Vector3d(), 0, m_Rot.x, -m_Rot.y);
	Vector3d Look = m.Transform(Vector3d(0, 0, 1));
	return Look;
}





////////////////////////////////////////////////////////////////////////////////
// Set position
void cEntity::SetPosition(const Vector3d & a_Position)
{
	// Clamp the positions to exactly representable single-precision floating point values
	// This is necessary to avoid rounding errors in the noise generator and overflows in the chunk loader
	const double MaxFloat = std::pow(2, std::numeric_limits<float>().digits);

	const double ClampedPosX = Clamp(a_Position.x, -MaxFloat, MaxFloat);
	const double ClampedPosY = Clamp(a_Position.y, -MaxFloat, MaxFloat);
	const double ClampedPosZ = Clamp(a_Position.z, -MaxFloat, MaxFloat);

	m_LastPosition = m_Position;
	m_Position = {ClampedPosX, ClampedPosY, ClampedPosZ};
}





void cEntity::AddLeashedMob(cMonster * a_Monster)
{
	// Not there already
	ASSERT(std::find(m_LeashedMobs.begin(), m_LeashedMobs.end(), a_Monster) == m_LeashedMobs.end());

	m_LeashedMobs.push_back(a_Monster);
}





void cEntity::RemoveLeashedMob(cMonster * a_Monster)
{
	ASSERT(a_Monster->GetLeashedTo() == this);

	// Must exists
	ASSERT(std::find(m_LeashedMobs.begin(), m_LeashedMobs.end(), a_Monster) != m_LeashedMobs.end());

	m_LeashedMobs.remove(a_Monster);
}





void cEntity::RemoveAllLeashedMobs()
{
	while (!m_LeashedMobs.empty())
	{
		m_LeashedMobs.front()->Unleash(false, true);
	}
}





void cEntity::BroadcastLeashedMobs()
{
	// If has any mob leashed broadcast every leashed entity to this
	if (HasAnyMobLeashed())
	{
		for (auto LeashedMob : m_LeashedMobs)
		{
			m_World->BroadcastLeashEntity(*LeashedMob, *this);
		}
	}
}





float cEntity::GetExplosionExposureRate(Vector3d a_ExplosionPosition, float a_ExlosionPower)
{
	double EntitySize = m_Width * m_Width * m_Height;
	if (EntitySize <= 0)
	{
		// Handle entity with invalid size
		return 0;
	}

	auto EntityBox = GetBoundingBox();
	cBoundingBox ExplosionBox(a_ExplosionPosition, a_ExlosionPower * 2.0);
	cBoundingBox IntersectionBox(EntityBox);

	bool Overlap = EntityBox.Intersect(ExplosionBox, IntersectionBox);
	if (Overlap)
	{
		Vector3d Diff = IntersectionBox.GetMax() - IntersectionBox.GetMin();
		double OverlapSize = Diff.x * Diff.y * Diff.z;

		return static_cast<float>(OverlapSize / EntitySize);
	}
	else
	{
		return 0;
	}
}