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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, a_Speed, 0.25f, 0.25f), m_Item(a_Item)
{
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::Splash(Vector3d a_HitPos)
{
// Look for entities in 8.25 (width) x 4.25 (height) cuboid _centred_ on hit position:
m_World->ForEachEntityInBox(
{a_HitPos.addedY(-4.25 / 2), 8.25 / 2, 4.25},
[this, a_HitPos](cEntity & a_Entity)
{
if (!a_Entity.IsPawn())
{
// Not an entity that can take effects
return false;
}
double SplashDistance = (a_Entity.GetPosition() - a_HitPos).Length();
double Reduction = -0.25 * SplashDistance +
1.0; // y = -0.25x + 1, where x is the distance from the player. Approximation for potion splash.
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);
}
void cSplashPotionEntity::OnHitEntity(cEntity & a_EntityHit, Vector3d a_HitPos)
{
Super::OnHitEntity(a_EntityHit, a_HitPos);
a_EntityHit.TakeDamage(dtRangedAttack, this, 0, 1);
Splash(a_HitPos);
Destroy();
}
void cSplashPotionEntity::OnHitSolidBlock(Vector3d a_HitPos, eBlockFace a_HitFace)
{
Super::OnHitSolidBlock(a_HitPos, a_HitFace);
Splash(a_HitPos);
Destroy();
}
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