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authorMattes D <github@xoft.cz>2015-12-03 13:57:58 +0100
committerMattes D <github@xoft.cz>2015-12-03 13:57:58 +0100
commit213419a4cc17db8b6d625b915e24fdc651233cb0 (patch)
treef9dc99f8d84861aeb451e930005fc5d9e1c652a5 /src/Mobs
parentMerge pull request #2422 from cuberite/PieceStructuresGen (diff)
parentAdded documentation for breeding code (diff)
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Diffstat (limited to 'src/Mobs')
-rw-r--r--src/Mobs/PassiveMonster.cpp13
-rw-r--r--src/Mobs/PassiveMonster.h17
2 files changed, 25 insertions, 5 deletions
diff --git a/src/Mobs/PassiveMonster.cpp b/src/Mobs/PassiveMonster.cpp
index e39f6e23d..b700c0c5d 100644
--- a/src/Mobs/PassiveMonster.cpp
+++ b/src/Mobs/PassiveMonster.cpp
@@ -77,17 +77,20 @@ void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
m_LovePartner = nullptr;
}
+
+ // if we have a partner, mate
if (m_LovePartner != nullptr)
{
- // if we have a partner, bump into them until baby is made
+
if (m_MatingTimer > 0)
{
+ // If we should still mate, keep bumping into them until baby is made
Vector3d Pos = m_LovePartner->GetPosition();
MoveToPosition(Pos);
}
else
{
- // spawn baby
+ // Mating finished. Spawn baby
Vector3f Pos = (GetPosition() + m_LovePartner->GetPosition()) * 0.5;
m_World->SpawnMob(Pos.x, Pos.y, Pos.z, GetMobType(), true);
@@ -100,6 +103,7 @@ void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
else
{
+ // We have no partner, so we just chase the player if they have our breeding item
cItems FollowedItems;
GetFollowedItems(FollowedItems);
if (FollowedItems.Size() > 0)
@@ -117,6 +121,7 @@ void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
}
}
+ // If we are in love mode but we have no partner, search for a partner neabry
if (m_LoveTimer > 0)
{
if (m_LovePartner == nullptr)
@@ -133,7 +138,7 @@ void cPassiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
virtual bool Item(cEntity * a_Entity) override
{
- // if we're the same species as someone around and they dont have a partner, swipe right
+ // if we're the same species as someone around and they don't have a partner, start mating with them
if ((a_Entity->GetEntityType() == m_Me->GetEntityType()) && (a_Entity != m_Me))
{
cPassiveMonster * Me = static_cast<cPassiveMonster*>(m_Me);
@@ -172,7 +177,7 @@ void cPassiveMonster::OnRightClicked(cPlayer & a_Player)
{
super::OnRightClicked(a_Player);
- // if right clicked on the player with breeding items, go into lovemode
+ // If a player holding breeding items right-clicked me, go into love mode
if ((m_LoveCooldown == 0) && !IsInLove() && !IsBaby())
{
short HeldItem = a_Player.GetEquippedItem().m_ItemType;
diff --git a/src/Mobs/PassiveMonster.h b/src/Mobs/PassiveMonster.h
index ecce4ceb6..0e9250e6c 100644
--- a/src/Mobs/PassiveMonster.h
+++ b/src/Mobs/PassiveMonster.h
@@ -11,7 +11,7 @@ class cPassiveMonster :
public cMonster
{
typedef cMonster super;
-
+
public:
cPassiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height);
@@ -27,17 +27,32 @@ public:
/** Returns the items that make the animal breed - this is usually the same as the ones that make the animal follow, but not necessarily. */
virtual void GetBreedingItems(cItems & a_Items) { GetFollowedItems(a_Items); }
+ /** Returns the partner which the monster is currently mating with. */
cPassiveMonster * GetPartner(void) const { return m_LovePartner; }
+
+ /** Start the mating process. Causes the monster to keep bumping into the partner until m_MatingTimer reaches zero. */
void EngageLoveMode(cPassiveMonster * a_Partner);
+
+ /** Finish the mating process. Called after a baby is born. Resets all breeding related timers and sets m_LoveCooldown to 20 minutes. */
void ResetLoveMode();
+ /** Returns whether the monster has just been fed and is ready to mate. If this is "true" and GetPartner isn't "nullptr", then the monster is mating. */
bool IsInLove() const { return (m_LoveTimer > 0); }
+
+ /** Returns whether the monster is tired of breeding and is in the cooldown state. */
bool IsInLoveCooldown() const { return (m_LoveCooldown > 0); }
protected:
+ /** The monster's breeding partner. */
cPassiveMonster * m_LovePartner;
+
+ /** If above 0, the monster is in love mode, and will breed if a nearby monster is also in love mode. Decrements by 1 per tick till reaching zero. */
int m_LoveTimer;
+
+ /** If above 0, the monster is in cooldown mode and will refuse to breed. Decrements by 1 per tick till reaching zero. */
int m_LoveCooldown;
+
+ /** The monster is engaged in mating, once this reaches zero, a baby will be born. Decrements by 1 per tick till reaching zero, then a baby is made and ResetLoveMode() is called. */
int m_MatingTimer;
};