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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Wither.h"
#include "../World.h"
#include "../Entities/Player.h"
cWither::cWither(void) :
super("Wither", mtWither, "entity.wither.hurt", "entity.wither.death", "entity.wither.ambient", 0.9, 4.0),
m_WitherInvulnerableTicks(220)
{
SetMaxHealth(300);
SetHealth(GetMaxHealth() / 3);
}
bool cWither::IsArmored(void) const
{
return GetHealth() <= (GetMaxHealth() / 2);
}
bool cWither::DoTakeDamage(TakeDamageInfo & a_TDI)
{
if (a_TDI.DamageType == dtDrowning)
{
return false;
}
if (m_WitherInvulnerableTicks > 0)
{
return false;
}
if (IsArmored() && (a_TDI.DamageType == dtRangedAttack))
{
return false;
}
return super::DoTakeDamage(a_TDI);
}
void cWither::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_WitherInvulnerableTicks > 0)
{
unsigned int NewTicks = m_WitherInvulnerableTicks - 1;
if (NewTicks == 0)
{
m_World->DoExplosionAt(7.0, GetPosX(), GetPosY(), GetPosZ(), false, esWitherBirth, this);
}
m_WitherInvulnerableTicks = NewTicks;
if ((NewTicks % 10) == 0)
{
Heal(10);
}
}
m_World->BroadcastEntityMetadata(*this);
}
void cWither::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
AddRandomDropItem(a_Drops, 1, 1, E_ITEM_NETHER_STAR);
}
void cWither::KilledBy(TakeDamageInfo & a_TDI)
{
super::KilledBy(a_TDI);
Vector3d Pos = GetPosition();
m_World->ForEachPlayer([=](cPlayer & a_Player)
{
// TODO 2014-05-21 xdot: Vanilla minecraft uses an AABB check instead of a radius one
double Dist = (a_Player.GetPosition() - Pos).Length();
if (Dist < 50.0)
{
// If player is close, award achievement
a_Player.AwardAchievement(achKillWither);
}
return false;
}
);
}
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