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#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "PassiveMonster.h"
#include "../World.h"
#include "../Entities/Player.h"
#include "BoundingBox.h"
#include "../Items/ItemSpawnEgg.h"




cPassiveMonster::cPassiveMonster(const AString & a_ConfigName, eMonsterType a_MobType, const AString & a_SoundHurt, const AString & a_SoundDeath, double a_Width, double a_Height) :
	super(a_ConfigName, a_MobType, a_SoundHurt, a_SoundDeath, a_Width, a_Height),
	m_LovePartner(nullptr),
	m_LoveTimer(0),
	m_LoveCooldown(0),
	m_MatingTimer(0)
{
	m_EMPersonality = PASSIVE;
}





bool cPassiveMonster::DoTakeDamage(TakeDamageInfo & a_TDI)
{
	if (!super::DoTakeDamage(a_TDI))
	{
		return false;
	}
	if ((a_TDI.Attacker != this) && (a_TDI.Attacker != nullptr))
	{
		m_EMState = ESCAPING;
	}
	return true;
}





void cPassiveMonster::EngageLoveMode(cPassiveMonster * a_Partner)
{
	m_LovePartner = a_Partner;
	m_MatingTimer = 50;  // about 3 seconds of mating
}





void cPassiveMonster::ResetLoveMode()
{
	m_LovePartner = nullptr;
	m_LoveTimer = 0;
	m_MatingTimer = 0;
	m_LoveCooldown = 20 * 60 * 5;  // 5 minutes

	// when an animal is in love mode, the client only stops sending the hearts if we let them know it's in cooldown, which is done with the "age" metadata
	m_World->BroadcastEntityMetadata(*this);
}





void cPassiveMonster::Destroyed()
{
	if (m_LovePartner != nullptr)
	{
		m_LovePartner->ResetLoveMode();
	}
	super::Destroyed();
}





void cPassiveMonster::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_EMState == ESCAPING)
	{
		CheckEventLostPlayer();
	}

	// if we have a partner, mate
	if (m_LovePartner != nullptr)
	{

		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
		{
			// Mating finished. Spawn baby
			Vector3f Pos = (GetPosition() + m_LovePartner->GetPosition()) * 0.5;
			UInt32 BabyID = m_World->SpawnMob(Pos.x, Pos.y, Pos.z, GetMobType(), true);

			cPassiveMonster * Baby = nullptr;

			m_World->DoWithEntityByID(BabyID, [&](cEntity & a_Entity)
				{
					Baby = static_cast<cPassiveMonster *>(&a_Entity);
					return true;
				}
			);

			if (Baby != nullptr)
			{
				Baby->InheritFromParents(this, m_LovePartner);
			}

			m_World->SpawnExperienceOrb(Pos.x, Pos.y, Pos.z, GetRandomProvider().RandInt(1, 6));

			m_LovePartner->ResetLoveMode();
			ResetLoveMode();
		}
	}
	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)
		{
			m_World->DoWithNearestPlayer(GetPosition(), static_cast<float>(m_SightDistance), [&](cPlayer & a_Player) -> bool
			{
				cItem EquippedItem = a_Player.GetEquippedItem();
				if (FollowedItems.ContainsType(EquippedItem))
				{
					Vector3d PlayerPos = a_Player.GetPosition();
					MoveToPosition(PlayerPos);
				}

				return true;
			});
		}
	}

	// If we are in love mode but we have no partner, search for a partner neabry
	if (m_LoveTimer > 0)
	{
		if (m_LovePartner == nullptr)
		{
			m_World->ForEachEntityInBox(cBoundingBox(GetPosition(), 8, 8), [=](cEntity & a_Entity)
				{
					// If the entity is not a monster, don't breed with it
					// Also, do not self-breed
					if ((a_Entity.GetEntityType() != etMonster) || (&a_Entity == this))
					{
						return false;
					}

					auto & Me = static_cast<cPassiveMonster&>(*this);
					auto & PotentialPartner = static_cast<cPassiveMonster&>(a_Entity);

					// If the potential partner is not of the same species, don't breed with it
					if (PotentialPartner.GetMobType() != Me.GetMobType())
					{
						return false;
					}

					// If the potential partner is not in love
					// Or they already have a mate, do not breed with them
					if ((!PotentialPartner.IsInLove()) || (PotentialPartner.GetPartner() != nullptr))
					{
						return false;
					}

					// All conditions met, let's breed!
					PotentialPartner.EngageLoveMode(&Me);
					Me.EngageLoveMode(&PotentialPartner);
					return true;
				}
			);
		}

		m_LoveTimer--;
	}
	if (m_MatingTimer > 0)
	{
		m_MatingTimer--;
	}
	if (m_LoveCooldown > 0)
	{
		m_LoveCooldown--;
	}
}





void cPassiveMonster::OnRightClicked(cPlayer & a_Player)
{
	super::OnRightClicked(a_Player);

	const cItem & EquippedItem = a_Player.GetEquippedItem();

	// If a player holding breeding items right-clicked me, go into love mode
	if ((m_LoveCooldown == 0) && !IsInLove() && !IsBaby())
	{
		cItems Items;
		GetBreedingItems(Items);
		if (Items.ContainsType(EquippedItem.m_ItemType))
		{
			if (!a_Player.IsGameModeCreative())
			{
				a_Player.GetInventory().RemoveOneEquippedItem();
			}
			m_LoveTimer = 20 * 30;  // half a minute
			m_World->BroadcastEntityStatus(*this, esMobInLove);
		}
	}
	// If a player holding my spawn egg right-clicked me, spawn a new baby
	if (EquippedItem.m_ItemType == E_ITEM_SPAWN_EGG)
	{
		eMonsterType MonsterType = cItemSpawnEggHandler::ItemDamageToMonsterType(EquippedItem.m_ItemDamage);
		if (
			(MonsterType == m_MobType) &&
			(m_World->SpawnMob(GetPosX(), GetPosY(), GetPosZ(), m_MobType, true) != cEntity::INVALID_ID)  // Spawning succeeded
		)
		{
			if (!a_Player.IsGameModeCreative())
			{
				// The mob was spawned, "use" the item:
				a_Player.GetInventory().RemoveOneEquippedItem();
			}
		}
	}
}