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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "SplashPotionEntity.h"
#include "Pawn.h"
#include "../EffectID.h"
////////////////////////////////////////////////////////////////////////////////
// cSplashPotionEntity:
cSplashPotionEntity::cSplashPotionEntity(
cEntity * a_Creator,
Vector3d a_Pos,
Vector3d a_Speed,
const cItem & a_Item
):
Super(pkSplashPotion, a_Creator, a_Pos, 0.25, 0.25),
m_Item(a_Item),
m_DestroyTimer(-1)
{
SetSpeed(a_Speed);
m_EntityEffectType = cEntityEffect::GetPotionEffectType(a_Item.m_ItemDamage);
m_EntityEffect = cEntityEffect(
cEntityEffect::GetPotionEffectDuration(a_Item.m_ItemDamage),
cEntityEffect::GetPotionEffectIntensity(a_Item.m_ItemDamage)
);
m_PotionColor = cEntityEffect::GetPotionColor(a_Item.m_ItemDamage);
}
void cSplashPotionEntity::OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace)
{
Splash(a_HitPos);
m_DestroyTimer = 2;
}
void cSplashPotionEntity::OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos)
{
a_EntityHit.TakeDamage(dtRangedAttack, this, 0, 1);
Splash(a_HitPos);
m_DestroyTimer = 5;
}
void cSplashPotionEntity::Splash(Vector3d a_HitPos)
{
double XZCalculation = 8.25/2;
double YCalculation = 4.25/2;
cBoundingBox SplashDistanceBox = cBoundingBox(a_HitPos.x - XZCalculation, a_HitPos.x + XZCalculation, a_HitPos.y - YCalculation, a_HitPos.y + YCalculation, a_HitPos.z - XZCalculation, a_HitPos.z + XZCalculation);
m_World->ForEachEntityInBox(SplashDistanceBox, [=](cEntity & a_Entity)
{
if (!a_Entity.IsPawn())
{
// Not an entity that can take effects
return false;
}
// y = -0.25x + 1, where x is the distance from the player. Approximation for potion splash.
double SplashDistance = (a_Entity.GetPosition() - a_HitPos).Length();
double Reduction = -0.25 * SplashDistance + 1.0;
Reduction = std::max(Reduction, 0.0);
static_cast<cPawn &>(a_Entity).AddEntityEffect(m_EntityEffectType, m_EntityEffect.GetDuration(), m_EntityEffect.GetIntensity(), Reduction);
return false;
}
);
m_World->BroadcastSoundParticleEffect(
EffectID::PARTICLE_SPLASH_POTION,
a_HitPos.Floor(),
m_PotionColor
);
}
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