#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Squid.h"
#include "../Chunk.h"
cSquid::cSquid(void) :
super("Squid", mtSquid, "entity.squid.hurt", "entity.squid.death", 0.95, 0.95)
{
}
void cSquid::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
// Drops 0-3 Ink Sacs
unsigned int LootingLevel = 0;
if (a_Killer != nullptr)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
AddRandomDropItem(a_Drops, 0, 3 + LootingLevel, E_ITEM_DYE, E_META_DYE_BLACK);
}
void cSquid::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
m_PathfinderActivated = false; // Disable Pathfinding until it's fixed. TODO
// We must first process current location, and only then tick, otherwise we risk processing a location in a chunk
// that is not where the entity currently resides (FS #411)
Vector3d Pos = GetPosition();
// TODO: Not a real behavior, but cool :D
int RelY = FloorC(Pos.y);
if ((RelY < 0) || (RelY >= cChunkDef::Height))
{
return;
}
if (!IsHeadInWater())
{
if (m_AirLevel <= 0)
{
// Runs the air tick timer to check whether the squid should be damaged
if (m_AirTickTimer <= 0)
{
// Damage squid
TakeDamage(dtSuffocating, 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;
}
super::Tick(a_Dt, a_Chunk);
}