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#pragma once
#include "Entity.h"
#include "EntityEffect.h"
// fwd cMonster
class cMonster;
// tolua_begin
class cPawn:
public cEntity
{
// tolua_end
using Super = cEntity;
public:
CLASS_PROTODEF(cPawn)
cPawn(eEntityType a_EntityType, double a_Width, double a_Height);
virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
virtual void KilledBy(TakeDamageInfo & a_TDI) override;
virtual bool IsFireproof(void) const override;
virtual bool IsInvisible() const override;
virtual void HandleAir(void) override;
virtual void HandleFalling(void);
virtual void OnRemoveFromWorld(cWorld & a_World) override;
/** Tells all pawns which are targeting us to stop targeting us. */
void StopEveryoneFromTargetingMe();
// tolua_begin
/** Applies an entity effect.
Checks with plugins if they allow the addition.
a_EffectIntensity is the level of the effect (0 = Potion I, 1 = Potion II, etc).
a_DistanceModifier is the scalar multiplied to the potion duration (only applies to splash potions).
*/
void AddEntityEffect(cEntityEffect::eType a_EffectType, int a_EffectDurationTicks, short a_EffectIntensity, double a_DistanceModifier = 1);
/** Removes a currently applied entity effect. */
void RemoveEntityEffect(cEntityEffect::eType a_EffectType);
/** Returns true, if the entity effect is currently applied. */
bool HasEntityEffect(cEntityEffect::eType a_EffectType) const;
/** Removes all currently applied entity effects (used when drinking milk) */
void ClearEntityEffects(void);
// tolua_end
/** Remove the monster from the list of monsters targeting this pawn. */
void NoLongerTargetingMe(cMonster * a_Monster);
/** Add the monster to the list of monsters targeting this pawn. (Does not check if already in list!) */
void TargetingMe(cMonster * a_Monster);
/** Returns all entity effects */
std::map<cEntityEffect::eType, cEntityEffect *> GetEntityEffects() const;
/** Returns the entity effect, if it is currently applied or nullptr if not. */
cEntityEffect * GetEntityEffect(cEntityEffect::eType a_EffectType) const;
protected:
typedef std::map<cEntityEffect::eType, std::unique_ptr<cEntityEffect>> tEffectMap;
tEffectMap m_EntityEffects;
double m_LastGroundHeight;
bool m_bTouchGround;
virtual void ResetPosition(Vector3d a_NewPosition) override;
private:
/** A list of all monsters that are targeting this pawn. */
std::vector<cMonster*> m_TargetingMe;
} ; // tolua_export
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