#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", 0.875, 0.8)
{
}
void cGuardian::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
// Drops 0-3 Ink Sacs
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_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(std::chrono::milliseconds 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 = static_cast<int>(floor(Pos.y));
if ((RelY < 0) || (RelY >= cChunkDef::Height))
{
return;
}
int RelX = static_cast<int>(floor(Pos.x)) - a_Chunk.GetPosX() * cChunkDef::Width;
int RelZ = static_cast<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);
}