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-rw-r--r--src/Mobs/Guardian.cpp65
1 files changed, 65 insertions, 0 deletions
diff --git a/src/Mobs/Guardian.cpp b/src/Mobs/Guardian.cpp
new file mode 100644
index 000000000..166057865
--- /dev/null
+++ b/src/Mobs/Guardian.cpp
@@ -0,0 +1,65 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "Guardian.h"
+#include "../Vector3.h"
+#include "../Chunk.h"
+
+
+
+
+
+cGuardian::cGuardian(void) :
+ super("Guardian", mtGuardian, "mob.guardian.idle", "mob.guardian.death", 0.95, 0.95)
+{
+}
+
+
+
+
+
+void cGuardian::GetDrops(cItems & a_Drops, cEntity * a_Killer)
+{
+ // Drops 0-3 Ink Sacs
+ int LootingLevel = 0;
+ if (a_Killer != nullptr)
+ {
+ LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
+ }
+ AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_PRISMARINE_SHARD);
+ AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_RAW_FISH);
+ AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_PRISMARINE_CRYSTALS); // ToDo: Prismarine Crystals only drop if the raw fish drop is 0
+}
+
+
+
+
+
+void cGuardian::Tick(float a_Dt, cChunk & a_Chunk)
+{
+ // 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 = (int)floor(Pos.y);
+ if ((RelY < 0) || (RelY >= cChunkDef::Height))
+ {
+ return;
+ }
+ int RelX = (int)floor(Pos.x) - a_Chunk.GetPosX() * cChunkDef::Width;
+ int RelZ = (int)floor(Pos.z) - a_Chunk.GetPosZ() * cChunkDef::Width;
+ BLOCKTYPE BlockType;
+ if (a_Chunk.UnboundedRelGetBlockType(RelX, RelY, RelZ, BlockType) && !IsBlockWater(BlockType) && !IsOnFire())
+ {
+ // Burn for 10 ticks, then decide again
+ StartBurning(10);
+ }
+
+ super::Tick(a_Dt, a_Chunk);
+}
+
+
+
+