This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
506 lines
15 KiB
C++
506 lines
15 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.level.h"
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#include "net.minecraft.world.level.tile.h"
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#include "net.minecraft.world.h"
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#include "net.minecraft.world.item.h"
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#include "net.minecraft.world.damagesource.h"
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#include "net.minecraft.world.effect.h"
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#include "net.minecraft.world.entity.ai.attributes.h"
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#include "net.minecraft.world.entity.ai.goal.h"
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#include "net.minecraft.world.entity.ai.goal.target.h"
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#include "net.minecraft.world.entity.ai.navigation.h"
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#include "net.minecraft.world.entity.monster.h"
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#include "net.minecraft.world.entity.npc.h"
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#include "net.minecraft.world.entity.player.h"
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#include "Zombie.h"
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#include "GenericStats.h"
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#include "..\Minecraft.Client\Textures.h"
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#include "net.minecraft.world.entity.h"
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#include "JavaMath.h"
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#include "SoundTypes.h"
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Attribute *Zombie::SPAWN_REINFORCEMENTS_CHANCE = (new RangedAttribute(eAttributeId_ZOMBIE_SPAWNREINFORCEMENTS, 0, 0, 1));
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AttributeModifier *Zombie::SPEED_MODIFIER_BABY = new AttributeModifier(eModifierId_MOB_ZOMBIE_BABYSPEED, 0.5f, AttributeModifier::OPERATION_MULTIPLY_BASE);
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const float Zombie::ZOMBIE_LEADER_CHANCE = 0.05f;
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Zombie::Zombie(Level *level) : Monster( level )
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{
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// 4J Stu - This function call had to be moved here from the Entity ctor to ensure that
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// the derived version of the function is called
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this->defineSynchedData();
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registerAttributes();
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setHealth(getMaxHealth());
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villagerConversionTime = 0;
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getNavigation()->setCanOpenDoors(true);
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goalSelector.addGoal(0, new FloatGoal(this));
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goalSelector.addGoal(1, new BreakDoorGoal(this));
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goalSelector.addGoal(2, new MeleeAttackGoal(this, eTYPE_PLAYER, 1.0, false));
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goalSelector.addGoal(3, new MeleeAttackGoal(this, eTYPE_VILLAGER, 1.0, true));
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goalSelector.addGoal(4, new MoveTowardsRestrictionGoal(this, 1.0));
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goalSelector.addGoal(5, new MoveThroughVillageGoal(this, 1.0, false));
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goalSelector.addGoal(6, new RandomStrollGoal(this, 1.0));
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goalSelector.addGoal(7, new LookAtPlayerGoal(this, typeid(Player), 8));
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goalSelector.addGoal(7, new RandomLookAroundGoal(this));
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targetSelector.addGoal(1, new HurtByTargetGoal(this, true));
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targetSelector.addGoal(2, new NearestAttackableTargetGoal(this, typeid(Player), 0, true));
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targetSelector.addGoal(2, new NearestAttackableTargetGoal(this, typeid(Villager), 0, false));
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}
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void Zombie::registerAttributes()
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{
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Monster::registerAttributes();
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// 4J Stu - Don't make it so far!
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getAttribute(SharedMonsterAttributes::FOLLOW_RANGE)->setBaseValue(40);
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getAttribute(SharedMonsterAttributes::MOVEMENT_SPEED)->setBaseValue(0.23f);
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getAttribute(SharedMonsterAttributes::ATTACK_DAMAGE)->setBaseValue(3);
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getAttributes()->registerAttribute(SPAWN_REINFORCEMENTS_CHANCE)->setBaseValue(random->nextDouble() * 0.10f);
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}
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void Zombie::defineSynchedData()
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{
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Monster::defineSynchedData();
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getEntityData()->define(DATA_BABY_ID, (byte) 0);
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getEntityData()->define(DATA_VILLAGER_ID, (byte) 0);
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getEntityData()->define(DATA_CONVERTING_ID, (byte) 0);
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}
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int Zombie::getArmorValue()
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{
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int value = Monster::getArmorValue() + 2;
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if (value > 20) value = 20;
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return value;
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}
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bool Zombie::useNewAi()
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{
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return true;
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}
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bool Zombie::isBaby()
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{
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return getEntityData()->getByte(DATA_BABY_ID) == (byte) 1;
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}
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void Zombie::setBaby(bool baby)
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{
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getEntityData()->set(DATA_BABY_ID, (byte) (baby ? 1 : 0));
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updateSize(baby);
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if (level != NULL && !level->isClientSide)
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{
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AttributeInstance *speed = getAttribute(SharedMonsterAttributes::MOVEMENT_SPEED);
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speed->removeModifier(SPEED_MODIFIER_BABY);
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if (baby)
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{
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speed->addModifier(new AttributeModifier(*SPEED_MODIFIER_BABY));
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}
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}
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}
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bool Zombie::isVillager()
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{
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return getEntityData()->getByte(DATA_VILLAGER_ID) == (byte) 1;
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}
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void Zombie::setVillager(bool villager)
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{
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getEntityData()->set(DATA_VILLAGER_ID, (byte) (villager ? 1 : 0));
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}
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void Zombie::aiStep()
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{
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if (level->isDay() && !level->isClientSide && !isBaby())
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{
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float br = getBrightness(1);
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if (br > 0.5f && random->nextFloat() * 30 < (br - 0.4f) * 2 && level->canSeeSky(Mth::floor(x), (int)floor( y + 0.5 ), Mth::floor(z)))
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{
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bool burn = true;
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shared_ptr<ItemInstance> helmet = getCarried(SLOT_HELM);
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if (helmet != NULL)
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{
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if (helmet->isDamageableItem())
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{
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helmet->setAuxValue(helmet->getDamageValue() + random->nextInt(2));
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if (helmet->getDamageValue() >= helmet->getMaxDamage())
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{
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breakItem(helmet);
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setEquippedSlot(SLOT_HELM, nullptr);
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}
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}
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burn = false;
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}
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if (burn)
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{
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setOnFire(8);
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}
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}
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}
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Monster::aiStep();
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}
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bool Zombie::hurt(DamageSource *source, float dmg)
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{
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if (Monster::hurt(source, dmg))
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{
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shared_ptr<LivingEntity> target = getTarget();
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if ( (target == NULL) && getAttackTarget() != NULL && getAttackTarget()->instanceof(eTYPE_LIVINGENTITY) ) target = dynamic_pointer_cast<LivingEntity>( getAttackTarget() );
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if ( (target == NULL) && source->getEntity() != NULL && source->getEntity()->instanceof(eTYPE_LIVINGENTITY) ) target = dynamic_pointer_cast<LivingEntity>( source->getEntity() );
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if ( (target != NULL) && level->difficulty >= Difficulty::HARD && random->nextFloat() < getAttribute(SPAWN_REINFORCEMENTS_CHANCE)->getValue())
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{
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int x = Mth::floor(this->x);
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int y = Mth::floor(this->y);
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int z = Mth::floor(this->z);
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shared_ptr<Zombie> reinforcement = shared_ptr<Zombie>( new Zombie(level) );
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for (int i = 0; i < REINFORCEMENT_ATTEMPTS; i++)
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{
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int xt = x + Mth::nextInt(random, REINFORCEMENT_RANGE_MIN, REINFORCEMENT_RANGE_MAX) * Mth::nextInt(random, -1, 1);
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int yt = y + Mth::nextInt(random, REINFORCEMENT_RANGE_MIN, REINFORCEMENT_RANGE_MAX) * Mth::nextInt(random, -1, 1);
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int zt = z + Mth::nextInt(random, REINFORCEMENT_RANGE_MIN, REINFORCEMENT_RANGE_MAX) * Mth::nextInt(random, -1, 1);
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if (level->isTopSolidBlocking(xt, yt - 1, zt) && level->getRawBrightness(xt, yt, zt) < 10)
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{
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reinforcement->setPos(xt, yt, zt);
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if (level->isUnobstructed(reinforcement->bb) && level->getCubes(reinforcement, reinforcement->bb)->empty() && !level->containsAnyLiquid(reinforcement->bb))
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{
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level->addEntity(reinforcement);
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reinforcement->setTarget(target);
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reinforcement->finalizeMobSpawn(NULL);
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getAttribute(SPAWN_REINFORCEMENTS_CHANCE)->addModifier(new AttributeModifier(-0.05f, AttributeModifier::OPERATION_ADDITION));
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reinforcement->getAttribute(SPAWN_REINFORCEMENTS_CHANCE)->addModifier(new AttributeModifier(-0.05f, AttributeModifier::OPERATION_ADDITION));
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break;
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}
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}
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}
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}
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return true;
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}
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return false;
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}
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void Zombie::tick()
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{
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if (!level->isClientSide && isConverting())
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{
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int amount = getConversionProgress();
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villagerConversionTime -= amount;
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if (villagerConversionTime <= 0)
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{
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finishConversion();
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}
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}
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Monster::tick();
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if (level->isClientSide)
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{
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updateSize(isBaby());
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}
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}
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bool Zombie::doHurtTarget(shared_ptr<Entity> target)
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{
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bool result = Monster::doHurtTarget(target);
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if (result)
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{
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if (getCarriedItem() == NULL && isOnFire() && random->nextFloat() < level->difficulty * 0.3f)
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{
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target->setOnFire(2 * level->difficulty);
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}
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}
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return result;
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}
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void Zombie::updateSize(bool isBaby)
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{
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float scale = isBaby ? 0.5f : 1.0f;
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setSize(0.6f, 1.8f * scale);
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}
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int Zombie::getAmbientSound()
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{
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return eSoundType_MOB_ZOMBIE_AMBIENT;
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}
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int Zombie::getHurtSound()
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{
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return eSoundType_MOB_ZOMBIE_HURT;
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}
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int Zombie::getDeathSound()
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{
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return eSoundType_MOB_ZOMBIE_DEATH;
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}
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int Zombie::getDeathLoot()
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{
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return Item::rotten_flesh_Id;
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}
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void Zombie::playStepSound(int xt, int yt, int zt, int t)
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{
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playSound(eSoundType_MOB_ZOMBIE_STEP, 0.15f, 1);
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}
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MobType Zombie::getMobType()
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{
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return UNDEAD;
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}
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void Zombie::dropRareDeathLoot(int rareLootLevel)
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{
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switch (random->nextInt(3))
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{
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case 0:
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spawnAtLocation(Item::ironIngot_Id, 1);
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break;
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case 1:
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spawnAtLocation(Item::carrots_Id, 1);
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break;
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case 2:
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spawnAtLocation(Item::potato_Id, 1);
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break;
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}
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}
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void Zombie::populateDefaultEquipmentSlots()
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{
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Monster::populateDefaultEquipmentSlots();
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if (random->nextFloat() < (level->difficulty == Difficulty::HARD ? 0.05f : 0.01f))
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{
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int rand = random->nextInt(3);
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if (rand == 0)
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{
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setEquippedSlot(SLOT_WEAPON, shared_ptr<ItemInstance>( new ItemInstance(Item::sword_iron)) );
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}
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else
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{
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setEquippedSlot(SLOT_WEAPON, shared_ptr<ItemInstance>( new ItemInstance(Item::shovel_iron)) );
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}
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}
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}
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void Zombie::addAdditonalSaveData(CompoundTag *tag)
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{
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Monster::addAdditonalSaveData(tag);
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if (isBaby()) tag->putBoolean(L"IsBaby", true);
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if (isVillager()) tag->putBoolean(L"IsVillager", true);
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tag->putInt(L"ConversionTime", isConverting() ? villagerConversionTime : -1);
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}
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void Zombie::readAdditionalSaveData(CompoundTag *tag)
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{
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Monster::readAdditionalSaveData(tag);
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if (tag->getBoolean(L"IsBaby")) setBaby(true);
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if (tag->getBoolean(L"IsVillager")) setVillager(true);
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if (tag->contains(L"ConversionTime") && tag->getInt(L"ConversionTime") > -1) startConverting(tag->getInt(L"ConversionTime"));
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}
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void Zombie::killed(shared_ptr<LivingEntity> mob)
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{
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Monster::killed(mob);
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if ( level->difficulty >= Difficulty::NORMAL && (mob->GetType() == eTYPE_VILLAGER) ) // 4J-JEV: Villager isn't a non-terminal class, no need to instanceof.
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{
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if (level->difficulty == Difficulty::NORMAL && random->nextBoolean()) return;
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shared_ptr<Zombie> zombie = shared_ptr<Zombie>(new Zombie(level));
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zombie->copyPosition(mob);
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level->removeEntity(mob);
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zombie->finalizeMobSpawn(NULL);
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zombie->setVillager(true);
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if (mob->isBaby()) zombie->setBaby(true);
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level->addEntity(zombie);
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level->levelEvent(nullptr, LevelEvent::SOUND_ZOMBIE_INFECTED, (int) x, (int) y, (int) z, 0);
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}
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}
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MobGroupData *Zombie::finalizeMobSpawn(MobGroupData *groupData, int extraData /*= 0*/) // 4J Added extraData param
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{
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groupData = Monster::finalizeMobSpawn(groupData);
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float difficulty = level->getDifficulty(x, y, z);
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setCanPickUpLoot(random->nextFloat() < MAX_PICKUP_LOOT_CHANCE * difficulty);
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if (groupData == NULL)
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{
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groupData = new ZombieGroupData(level->random->nextFloat() < 0.05f, level->random->nextFloat() < 0.05f);
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}
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if ( dynamic_cast<ZombieGroupData *>( groupData ) != NULL)
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{
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ZombieGroupData *zombieData = (ZombieGroupData *) groupData;
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if (zombieData->isVillager)
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{
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setVillager(true);
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}
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if (zombieData->isBaby)
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{
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setBaby(true);
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}
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}
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populateDefaultEquipmentSlots();
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populateDefaultEquipmentEnchantments();
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if (getCarried(SLOT_HELM) == NULL)
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{
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// [EB]: We have this code in quite some places, shouldn't we set
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// something like this globally?
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if (Calendar::GetMonth() + 1 == 10 && Calendar::GetDayOfMonth() == 31 && random->nextFloat() < 0.25f)
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{
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// Halloween! OooOOo! 25% of all skeletons/zombies can wear
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// pumpkins on their heads.
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setEquippedSlot(SLOT_HELM, shared_ptr<ItemInstance>( new ItemInstance(random->nextFloat() < 0.1f ? Tile::litPumpkin : Tile::pumpkin) ));
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dropChances[SLOT_HELM] = 0;
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}
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}
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getAttribute(SharedMonsterAttributes::KNOCKBACK_RESISTANCE)->addModifier(new AttributeModifier(random->nextDouble() * 0.05f, AttributeModifier::OPERATION_ADDITION));
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// 4J Stu - Take this out, it's not good and nobody will notice. Also not great for performance.
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//getAttribute(SharedMonsterAttributes::FOLLOW_RANGE)->addModifier(new AttributeModifier(random->nextDouble() * 1.50f, AttributeModifier::OPERATION_MULTIPLY_TOTAL));
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if (random->nextFloat() < difficulty * ZOMBIE_LEADER_CHANCE)
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{
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getAttribute(SPAWN_REINFORCEMENTS_CHANCE)->addModifier(new AttributeModifier(random->nextDouble() * 0.25f + 0.50f, AttributeModifier::OPERATION_ADDITION));
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getAttribute(SharedMonsterAttributes::MAX_HEALTH)->addModifier(new AttributeModifier(random->nextDouble() * 3.0f + 1.0f, AttributeModifier::OPERATION_MULTIPLY_TOTAL));
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}
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return groupData;
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}
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bool Zombie::mobInteract(shared_ptr<Player> player)
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{
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shared_ptr<ItemInstance> item = player->getSelectedItem();
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if (item != NULL && item->getItem() == Item::apple_gold && item->getAuxValue() == 0 && isVillager() && hasEffect(MobEffect::weakness))
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{
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if (!player->abilities.instabuild) item->count--;
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if (item->count <= 0)
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{
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player->inventory->setItem(player->inventory->selected, nullptr);
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}
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if (!level->isClientSide)
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{
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startConverting(random->nextInt(VILLAGER_CONVERSION_WAIT_MAX - VILLAGER_CONVERSION_WAIT_MIN + 1) + VILLAGER_CONVERSION_WAIT_MIN);
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// 4J-JEV, award achievement here, as it is impractical to award when the zombie is actually cured.
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player->awardStat(GenericStats::zombieDoctor(),GenericStats::param_zombieDoctor());
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}
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return true;
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}
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return false;
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}
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void Zombie::startConverting(int time)
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{
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villagerConversionTime = time;
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getEntityData()->set(DATA_CONVERTING_ID, (byte) 1);
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removeEffect(MobEffect::weakness->id);
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addEffect(new MobEffectInstance(MobEffect::damageBoost->id, time, min(level->difficulty - 1, 0)));
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level->broadcastEntityEvent(shared_from_this(), EntityEvent::ZOMBIE_CONVERTING);
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}
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void Zombie::handleEntityEvent(byte id)
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{
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if (id == EntityEvent::ZOMBIE_CONVERTING)
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{
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level->playLocalSound(x + 0.5f, y + 0.5f, z + 0.5f, eSoundType_MOB_ZOMBIE_REMEDY, 1 + random->nextFloat(), random->nextFloat() * 0.7f + 0.3f, false);
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}
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else
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{
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Monster::handleEntityEvent(id);
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}
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}
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bool Zombie::removeWhenFarAway()
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{
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return !isConverting();
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}
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bool Zombie::isConverting()
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{
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return getEntityData()->getByte(DATA_CONVERTING_ID) == (byte) 1;
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}
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void Zombie::finishConversion()
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{
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shared_ptr<Villager> villager = shared_ptr<Villager>(new Villager(level));
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villager->copyPosition(shared_from_this());
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villager->finalizeMobSpawn(NULL);
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villager->setRewardPlayersInVillage();
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if (isBaby()) villager->setAge(-20 * 60 * 20);
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level->removeEntity(shared_from_this());
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level->addEntity(villager);
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villager->addEffect(new MobEffectInstance(MobEffect::confusion->id, SharedConstants::TICKS_PER_SECOND * 10, 0));
|
|
level->levelEvent(nullptr, LevelEvent::SOUND_ZOMBIE_CONVERTED, (int) x, (int) y, (int) z, 0);
|
|
}
|
|
|
|
int Zombie::getConversionProgress()
|
|
{
|
|
int amount = 1;
|
|
|
|
if (random->nextFloat() < 0.01f)
|
|
{
|
|
int specialBlocksCount = 0;
|
|
|
|
for (int xx = (int) x - SPECIAL_BLOCK_RADIUS; xx < (int) x + SPECIAL_BLOCK_RADIUS && specialBlocksCount < MAX_SPECIAL_BLOCKS_COUNT; xx++)
|
|
{
|
|
for (int yy = (int) y - SPECIAL_BLOCK_RADIUS; yy < (int) y + SPECIAL_BLOCK_RADIUS && specialBlocksCount < MAX_SPECIAL_BLOCKS_COUNT; yy++)
|
|
{
|
|
for (int zz = (int) z - SPECIAL_BLOCK_RADIUS; zz < (int) z + SPECIAL_BLOCK_RADIUS && specialBlocksCount < MAX_SPECIAL_BLOCKS_COUNT; zz++)
|
|
{
|
|
int tile = level->getTile(xx, yy, zz);
|
|
|
|
if (tile == Tile::ironFence_Id || tile == Tile::bed_Id)
|
|
{
|
|
if (random->nextFloat() < 0.3f) amount++;
|
|
specialBlocksCount++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return amount;
|
|
}
|
|
|
|
Zombie::ZombieGroupData::ZombieGroupData(bool baby, bool villager)
|
|
{
|
|
isBaby = baby;
|
|
isVillager = villager;
|
|
}
|