summaryrefslogtreecommitdiffstats
path: root/src/Items/ItemFishingRod.h
blob: 8c2be3ad3e9c5e75abf79d0258e7752abb05b7f9 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258

#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;
	}
} ;