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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Ghast.h"
#include "../World.h"
#include "../Entities/GhastFireballEntity.h"
cGhast::cGhast(void) :
super("Ghast", mtGhast, "entity.ghast.hurt", "entity.ghast.death", "entity.ghast.ambient", 4, 4),
m_IsCharging(false),
m_FlightCooldown(5),
m_TicksUntilShot(10)
{
SetGravity(0);
SetAirDrag(0);
}
void cGhast::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
unsigned int LootingLevel = 0;
if (a_Killer != nullptr)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_GUNPOWDER);
AddRandomDropItem(a_Drops, 0, 1 + LootingLevel, E_ITEM_GHAST_TEAR);
}
bool cGhast::Attack(std::chrono::milliseconds a_Dt)
{
if ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0) && (!m_IsCharging))
{
auto & Random = GetRandomProvider();
auto SoundPitchMultiplier = 1.0f + (Random.RandReal(1.0f) - Random.RandReal(1.0f)) * 0.2f;
m_World->BroadcastSoundEffect("entity.ghast.warn", GetPosition(), 4.0f, SoundPitchMultiplier * 0.9f);
m_IsCharging = true;
m_World->BroadcastEntityMetadata(*this);
return true;
}
return false;
}
bool cGhast::DoTakeDamage(TakeDamageInfo & a_TDI)
{
// No fall damage
if (a_TDI.DamageType == dtFalling)
{
return false;
}
return super::DoTakeDamage(a_TDI);
}
void cGhast::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
if (!IsTicking())
{
// The base class tick destroyed us
return;
}
if ((m_IsCharging) && (m_TicksUntilShot-- == 0))
{
m_TicksUntilShot = 10;
m_IsCharging = false;
m_World->BroadcastEntityMetadata(*this);
Vector3d Speed = GetLookVector() * 20;
Speed.y = Speed.y + 1;
auto GhastBall = cpp14::make_unique<cGhastFireballEntity>(this, GetPosition(), Speed);
auto GhastBallPtr = GhastBall.get();
GhastBallPtr->Initialize(std::move(GhastBall), *m_World);
m_World->BroadcastSoundEffect("entity.ghast.shoot", GetPosition(), 4.0f, 1.0f);
ResetAttackCooldown();
}
// TODO: Better flying
if (m_FlightCooldown-- == 0)
{
m_FlightCooldown = 5;
auto & Random = GetRandomProvider();
auto SpeedVector = Vector3d(Random.RandReal(-0.3, 0.3), Random.RandReal(-0.4, 0.4), Random.RandReal(-0.3, 0.3));
if (GetPosY() > 120)
{
SpeedVector = Vector3d(Random.RandReal(-0.4, 0.4), Random.RandReal(-0.45, 0.4), Random.RandReal(-0.4, 0.4));
}
AddSpeed(SpeedVector);
}
}
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