#pragma once
#include "../Entities/Floater.h"
#include "../Entities/Entity.h"
#include "../Item.h"
#include "../Root.h"
////////////////////////////////////////////////////////////////////////////////
// cFloaterCallback
class cFloaterCallback
{
public:
cFloaterCallback(void) :
m_CanPickup(false),
m_AttachedMobID(cEntity::INVALID_ID)
{
}
bool operator () (cEntity & a_Entity)
{
auto & Floater = static_cast<cFloater &>(a_Entity);
m_CanPickup = Floater.CanPickup();
m_Pos = Floater.GetPosition();
m_BitePos = Floater.GetBitePos();
m_AttachedMobID = Floater.GetAttachedMobID();
Floater.Destroy();
return true;
}
bool CanPickup(void) const { return m_CanPickup; }
bool IsAttached(void) const { return (m_AttachedMobID != cEntity::INVALID_ID); }
UInt32 GetAttachedMobID(void) const { return m_AttachedMobID; }
Vector3d GetPos(void) const { return m_Pos; }
Vector3d GetBitePos(void) const { return m_BitePos; }
protected:
bool m_CanPickup;
UInt32 m_AttachedMobID;
Vector3d m_Pos;
Vector3d m_BitePos;
} ;
class cItemFishingRodHandler :
public cItemHandler
{
typedef cItemHandler super;
public:
cItemFishingRodHandler(int a_ItemType) :
super(a_ItemType)
{
}
virtual bool OnItemUse(
cWorld * a_World, cPlayer * a_Player, cBlockPluginInterface & a_PluginInterface, const cItem & a_Item,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace
) override
{
if (a_BlockFace != BLOCK_FACE_NONE)
{
return false;
}
auto & Random = GetRandomProvider();
if (a_Player->IsFishing())
{
cFloaterCallback FloaterInfo;
a_World->DoWithEntityByID(a_Player->GetFloaterID(), FloaterInfo);
a_Player->SetIsFishing(false);
if (FloaterInfo.IsAttached())
{
a_World->DoWithEntityByID(FloaterInfo.GetAttachedMobID(), [=](cEntity & a_Entity)
{
Vector3d Speed = a_Player->GetPosition() - a_Entity.GetPosition();
a_Entity.AddSpeed(Speed);
return true;
}
);
a_Player->UseEquippedItem(5);
}
else if (FloaterInfo.CanPickup())
{
UInt32 LotSLevel = std::min(a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchLuckOfTheSea), 3u);
// Chances for getting an item from the category for each level of Luck of the Sea (0 - 3)
const int TreasureChances[] = {50, 71, 92, 113}; // 5% | 7.1% | 9.2% | 11.3%
const int JunkChances[] = {100, 81, 61, 42}; // 10% | 8.1% | 6.1% | 4.2%
cItems Drops;
int ItemCategory = Random.RandInt(999);
if (ItemCategory < TreasureChances[LotSLevel])
{
switch (Random.RandInt(5)) // Each piece of treasure has an equal chance of 1 / 6
{
case 0:
{
cItem Bow(E_ITEM_BOW, 1, Random.RandInt<short>(50));
Bow.EnchantByXPLevels(Random.RandInt(22, 30));
Drops.Add(Bow);
break;
}
case 1:
{
cItem Book(E_ITEM_BOOK);
Book.EnchantByXPLevels(30);
Drops.Add(Book);
break;
}
case 2:
{
cItem Rod(E_ITEM_FISHING_ROD, 1, Random.RandInt<short>(50));
Rod.EnchantByXPLevels(Random.RandInt(22, 30));
Drops.Add(Rod);
break;
}
case 3:
{
Drops.Add(cItem(E_ITEM_NAME_TAG));
break;
}
case 4:
{
Drops.Add(cItem(E_ITEM_SADDLE));
break;
}
case 5:
{
Drops.Add(cItem(E_BLOCK_LILY_PAD));
break;
}
}
a_Player->GetStatManager().AddValue(statTreasureFished, 1);
}
else if (ItemCategory < JunkChances[LotSLevel])
{
int Junk = Random.RandInt(82);
if (Junk < 10) // 10 / 83 chance of spawning a bowl
{
Drops.Add(cItem(E_ITEM_BOWL));
}
else if (Junk < 12) // 2 / 83 chance of spawning a fishing rod
{
// Fishing Rods caught from the Junk category will be 10%–100% damaged, and always unenchanted.
Drops.Add(cItem(E_ITEM_FISHING_ROD, 1, Random.RandInt<short>(7, 65)));
}
else if (Junk < 22) // 10 / 83 chance of spawning leather
{
Drops.Add(cItem(E_ITEM_LEATHER));
}
else if (Junk < 32) // 10 / 83 chance of spawning leather boots
{
// Leather boots caught from the Junk category will be 10%–100% damaged, and always unenchanted.
Drops.Add(cItem(E_ITEM_LEATHER_BOOTS, 1, Random.RandInt<short>(7, 66)));
}
else if (Junk < 42) // 10 / 83 chance of spawning rotten flesh
{
Drops.Add(cItem(E_ITEM_ROTTEN_FLESH));
}
else if (Junk < 47) // 5 / 83 chance of spawning a stick
{
Drops.Add(cItem(E_ITEM_STICK));
}
else if (Junk < 52) // 5 / 83 chance of spawning string
{
Drops.Add(cItem(E_ITEM_STRING));
}
else if (Junk < 62) // 10 / 83 chance of spawning a water bottle
{
Drops.Add(cItem(E_ITEM_POTION));
}
else if (Junk < 72) // 10 / 83 chance of spawning a bone
{
Drops.Add(cItem(E_ITEM_BONE));
}
else if (Junk < 73) // 1 / 83 chance of spawning an ink sac
{
Drops.Add(cItem(E_ITEM_DYE));
}
else // 10 / 83 chance of spawning a tripwire hook
{
Drops.Add(cItem(E_BLOCK_TRIPWIRE_HOOK));
}
a_Player->GetStatManager().AddValue(statJunkFished, 1);
}
else
{
int FishType = Random.RandInt(99);
if (FishType <= 1) // Clownfish has a 2% chance of spawning
{
Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_CLOWNFISH));
}
else if (FishType <= 12) // Pufferfish has a 13% chance of spawning
{
Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_PUFFERFISH));
}
else if (FishType <= 24) // Raw salmon has a 25% chance of spawning
{
Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_SALMON));
}
else // Raw fish has a 60% chance of spawning
{
Drops.Add(cItem(E_ITEM_RAW_FISH, 1, E_META_RAW_FISH_FISH));
}
a_Player->GetStatManager().AddValue(statFishCaught, 1);
}
if (cRoot::Get()->GetPluginManager()->CallHookPlayerFishing(*a_Player, Drops))
{
return true;
}
Vector3d FloaterPos = FloaterInfo.GetBitePos();
FloaterPos.y += 0.5f;
const float FISH_SPEED_MULT = 2.25f;
Vector3d FlyDirection = (a_Player->GetEyePosition() - FloaterPos).addedY(1.0f) * FISH_SPEED_MULT;
a_World->SpawnItemPickups(Drops, FloaterPos, FlyDirection);
a_World->SpawnExperienceOrb(a_Player->GetPosition(), Random.RandInt(1, 6));
a_Player->UseEquippedItem(1);
cRoot::Get()->GetPluginManager()->CallHookPlayerFished(*a_Player, Drops);
}
else
{
BLOCKTYPE Block = a_World->GetBlock(FloaterInfo.GetPos() - Vector3d(0, 0.1, 0));
if ((Block != E_BLOCK_AIR) && !IsBlockWater(Block))
{
a_Player->UseEquippedItem(2);
}
}
}
else
{
auto Floater = cpp14::make_unique<cFloater>(a_Player->GetEyePosition(), a_Player->GetLookVector() * 15, a_Player->GetUniqueID(), (Random.RandInt(100, 900) - static_cast<int>(a_Player->GetEquippedItem().m_Enchantments.GetLevel(cEnchantments::enchLure) * 100)));
auto FloaterPtr = Floater.get();
if (!FloaterPtr->Initialize(std::move(Floater), *a_World))
{
return false;
}
a_Player->SetIsFishing(true, FloaterPtr->GetUniqueID());
}
return true;
}
} ;