summaryrefslogblamecommitdiffstats
path: root/src/Entities/Entity.cpp
blob: 175851a216adb9bd1ad8f0dba6de066a00ead8d3 (plain) (tree)
1
2
3
4
5
6
7
8
9
 

                                                                                              
                   
                   
                         
                     
                    
                       


                                        
                                      
                               
                                 
                          
                                   
                           
                                                



 





                                              



 

                                                                                
 
                                                                                          
                                      



                              

                                   


                                
                         
                                  
                              







                                      



                               

                                       
                        

                               

                             
                          

                                      

                           
                              
 
                                               





 












                                          




 








                                                
                                                                    
 
                                                                                


                             
 

                 

                                                           
          
          
 
 
                                                                                                     
                                            
                                 
                                                   
 






                    








                                                    

                                            
                                           



                                            
 
 


 












                                                                                              

                                                 





                                                            






                                              









                                     
                                              





 
                               
 
                                                     




 
 
                                
 
                                                 
                                                 

 


 
 
                             
 


                                                  

 



 








                                              
                       
 

                            





                                                           

                                                                        


                                                                      
                                                                              
                  
                                                                  


                                                                                     
                                                    
           





 


                                                              








                                                                                                                   
                                                            


                                                                                       
 
                                                                                                   





 

                                                                                                                  
                                                                         

                                         
                                                
                         
                                                                            





                                                   
                                                                                           

                                    
          





 
                                                                                                                                        


                                      







                                                            





                                
                                    





                                  
                                        
 
                                  
                                  
         
                                                      
         
 










                                                                                                                                      






                          
                                   

                                     
                                                                       

                                                                        
                          

                       
                                                         








                                     
                                                                                                     
                                                                




                                                                        
                                                    





 
                                                  
 


                                                    






                                         

         




                                                                               





                                              
                                                                        




                            
                                                                        
         
                                                                          
 
                                                                                    
 

                                                                       






                                                                                                  
                                                                          
                                                                                                                 


                         
                                                                                              
 


                                                                                                                         


                                       
                                                  
                                                                    




                                        
                                                                                   

                                                              
                                                        
                                                      
                                                      
                                                            
                                                              
                                         
                                                                          
                                                                                       

                                                      
                                                       



                                                   
                 

                                    
                                                                                   

                                                              


                                                          
                                         
                                                                          
                                                                                                  
 
                                                                                                                                     
                                                                                                         
                                                                                                                     
                                                                                                                                                   
                                                                                                                  
 
                                                      
                                         
                                                       



                                 
                                                                                                             







                                                                       
 
                                                     


                                                             
                                                         
                         
                                                                                   

                                                              


                                                            
                                         
                                                      
                                         




                                                                             

                                 
                 
 




                                                                                                                
                                             
                                                                                                                                       

                                                                   

                                                                                                                     
                 
 

                                    
                                                                        
 
                                                            
 
                                                            
                         
                                                                                                              
                         
                 
 
                                                                                                                                                   
         
 
                                      
                                            
 
                         
                                                                   
         
                                          
         
 








                                                                                         
 

                                 

                          
                                
 
                                              
                 
                                                                        
                 
         
                    








                                                                                               
                                                                                      
































                                                       
 


                                                            




 
 
                                                          
 
                                                                               




                                                                                                                                                 
                                  


                                 
                                 


                                       
                              
                                   
                 

                                     
 


                                     
                                    

                                   


                                    

                 
                                               





 
                                                                                                             
 
                         










                                                                                                                               
                                                                                                                                                          




















                                                                                                                                
                                              





 
























                                                                                                                               
                                                                                                       

                                                                                                 
 
                                                                   



                                              
 
                                   
                                                                     
                           
                          





                                                                   
                                                                                   






                                                                       
                                                                                       






                                                                     
                                                                                     






                                                                  
                                                                                  
         
 
                                                                         
                                                                                 
 

                                                                                                         







                                                                     

                                         
 


                                                    
                               



                                                                                                                


                                                               

                         





 
                                              


                     
                                                                                        
 





                                                           


                                                                             
                                    


                                                                                            










                                                                                  
 
                         
                                                                            








                                   
                                                   





 
                                       
 
                                                      





 
                                                                    
 

                                      
                       
 




                                      
                                                                           





                                             
                                    
         
                                                         


            
                                       
                 

                               
 
                                                            
                                                                                
 



                                                           
                                        
 
                                                         







                                                       
 
                                                       
                    
                                                
                                                                                                                                                        
                 


                                      
 
















                                                                                                                                                                      
                                   

                                          
                                    
                 
 



                                                                                                            
                 
         





 
                                                                             
 



                                
                                                            
                                                                
 
                                                      
                                                                                     

                                                                             
 

                                                          
                                       

                                                        

                       
 

                                                                           
                                                                               
                                                                                                                  
                                                                                          
         
                                                                      
                 
                                                                                                       
                         
                                                    

                         
         
                                                                                   


                                   
 













                                                                     
                                                                                                                                                 
                         



                                                                                                                 
                         



                                                               
                         
                                            
 



                                         
 
                                                                                                                          
                                   
 

                         

                                                                                


                  
 

                         
                                 
                                          
                 
                                                                                              
                                                                                         



                                                                             
                                                     


                    
                                         
                                                              
                                                                                     
                 
                                                             













                                                                                                    
         
            
         
                                                                                 
         
 






                                                                                                                              

                              
                                                                                                      
 
                                                       
 
                                                                      
                 










                                                                  
 
                                  
 
                                         
         


                                        


                                                                                                                                              
                 

                                                                       
 
                                                                                                                            
                                                              


                                                   




                                                               
                                                   
                                 
                                                        
                                                               
                                              
                                 
                                                   




                                                                 
                                                   
                                 
                                                        


                                                                                                          
                                              
                                 
                                                   




                                                               
                                                   
                                 
                                                        
                                                               
                                              
                                 
                                        
                                 
                                              
                                 
                         
                 




                                                               
         
 

                             





 




















                                                                                        

                                           

                                                       
 





                                                       

                                                                                                           
         
                                       
         
 





                                                                        
                                           
                         
                                                                              
                         
                                                       

                                     
         
 
                        



                                       
 
                       


                                                
 

                                             
                                                                        
                 
                                           
                         
                                                                                   
                         






                                                       
 
                       


                                                
 



                                                                        
                                                          
                         
                                                                                   
                         
                                                       





                                               
 














                                                                  



                                             
                                                    











                                               
                               
 







                                                                                 
         



                                                          
                                                                                        






                                                                                   




 
 














                                                                                 
                                                                                       












                                                                                  
                            
 
                                                       
         
                                                                                                                  
                 
                                                                                                 
                                     



                                                              
                                                          
                             

         
                                                                                           
         
                                                       


                                                   
                                                                                      
                                 
                                                                                     
                                                     

                                 





                                                                                                                    
                                                                                                                                                       
                                 
                                                                                                                      
                                                                              
                                                     
                                 
                                                                        
 
                                                              
                                                                            
                                 
                                                                                         
                                         
                                                             
                                         


                                                                                                                                          



                                                                           

                                                                                                                                                          
                                                                                                                                                               
                                                                                                                    
                                                    
                                 
                                                                 

                                    
                                                                                           





                                                                                                 



                                                                           

                                                                                                                                                          
                                                                                                                                                                  
                                                                                                                          
                                                    
                                 


                                                
                                                                                      
                                 
                                                     

                                 





                                                                                                                    
                                                        
                                                                         
                                 
                                                                                         
                                         

                                                             
 
                                                                                                 
 



                                                                                                                                                            
                                                       
                                         
                                                                                                
                                                                                             
                                                 
                                                                                                                  
                                                 
                                         
 
                                                                                
                                 
                                                              

                                    
                                                                                        


                                                             
 
                                                                                                 
 

                                                                                                                                                          
                                                                                                                                                                  
                                                                                
                                 
 



                                       

                                      
                                                                  
                                                
                     





 
                                                                       
 
                                                        
 
                                 
                                                  
         

                                                                         

         
                                                    
         


                                                                        

         





                                                                                            

                                                                      
 
                                    
                                      
                                                 
 
                         

                                                       
 
                                                                                     
                                                                           





 
                                                                                                                       
 
                                                                   
                                                                                          




                                                                     



                                                           
                                                                              

                                

                                                       
                                                                        


                            

                                            
 



























                                                                                                                                       

                    





 
                                                                     
 
                                                                                                                                  





 


                                                                                
                             




                                                                                          
                                                                                                                                     





 

                                            




                                
                                           


                                                          
         


                       















                                                                                             
                                          


                                                                                                                          
                                          



















                                                             

                                                                     


                                                                               
         
                  

                                                                                                  
                  
                  

                       
                                                





 









                                                                                                                    









                                                                

                             
                                                             
                                                                    

                                                           
                                                                                                                             
 
                            
         
                                                               
                 
                                                            
                 
 

                                         
                                                                                                              

                 
                                    
                 
                                                                                                
                                                
                         
                                                
                                                                         




                                                                
                                                 




                                            
                                     






                                                





                                                                                       






         









                                              


                                    
                                                





 


                                     
                                                





 
                                             



                                     
                                                   





 
                                                







                                      







                                                                                      
 







                                                






                                                       
 





















                                                                                     
                                                                  
                                                                                                                               
         
                                                      
         





 

                                                                      

                                                               
         


                       
                                           




                                                                   
                                    

                                                                                                




                                                                   
         
 


                                                                                             





                                                                                                                             
         





                                                                   
 





                                                                                                  




 
 







                                
 
                                            
 
                                        
         
                                                                       

                       
 
                                    



                                                   
 




                                                          







                          
                                    
         
                                                                        

                       
 

                                                             

                                           

                   





 
                                                 
 
                                                                                   





 

                                                          



                                                                        





 








                                        










                                          

                                    



                                                                        





 
                                  
 
                        
                                   
                       





 
                                      


                                   
                       





 
                                    








                                   

                                                                         

                                                  




 
 

                                        
                                                 




 
 

                                        
                                                 




 
 

                                        
                                                 



 
 
 

                                                                                  
                                                                                            







                                           
                                    







                                           
                                    






                                           
 
                                    





 












                                                                                

                                                             
                                    


                       
                                                        
         
                                                                             






         





                                                                                                                    
                                                                                
                                            
                                           
 
                   
                                                 
                                                       






                    
                                                                                
               
                                                      
 







                                                                                                              
                                    
                                                             




 











                                                                                                        
 








                                                                                                        




 










                                                                          




 







                        


















                                                                          
                                                                                                                




















































                                                                                                                                                          
                                                                                                   
                                         
         












                                                                                                                              






                                                                          

#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "Entity.h"
#include "Player.h"
#include "../BlockInfo.h"
#include "../World.h"
#include "../Root.h"
#include "../Matrix4.h"
#include "../ClientHandle.h"
#include "../Chunk.h"
#include "../Simulator/FluidSimulator.h"
#include "../Bindings/PluginManager.h"
#include "../LineBlockTracer.h"
#include "../Items/ItemHandler.h"
#include "../FastRandom.h"
#include "../NetherPortalScanner.h"
#include "../BoundingBox.h"
#include "../WorldStorage/NamespaceSerializer.h"




static UInt32 GetNextUniqueID(void)
{
	static std::atomic<UInt32> counter(1);
	return counter.fetch_add(1);
}





////////////////////////////////////////////////////////////////////////////////
// cEntity:

cEntity::cEntity(eEntityType a_EntityType, Vector3d a_Pos, float a_Width, float a_Height):
	m_UniqueID(GetNextUniqueID()),
	m_Health(1),
	m_MaxHealth(1),
	m_AttachedTo(nullptr),
	m_Attachee(nullptr),
	m_bDirtyHead(false),
	m_bDirtyOrientation(false),
	m_bHasSentNoSpeed(true),
	m_bOnGround(false),
	m_Gravity(-9.81f),
	m_AirDrag(0.02f),
	m_LastSentPosition(a_Pos),
	m_LastPosition(a_Pos),
	m_EntityType(a_EntityType),
	m_World(nullptr),
	m_IsFireproof(false),
	m_TicksSinceLastBurnDamage(0),
	m_TicksSinceLastLavaDamage(0),
	m_TicksSinceLastFireDamage(0),
	m_TicksLeftBurning(0),
	m_TicksSinceLastVoidDamage(0),
	m_IsInFire(false),
	m_IsInLava(false),
	m_IsInWater(false),
	m_IsHeadInWater(false),
	m_AirLevel(MAX_AIR_LEVEL),
	m_AirTickTimer(DROWNING_TICKS),
	m_TicksAlive(0),
	m_IsTicking(false),
	m_ParentChunk(nullptr),
	m_HeadYaw(0.0),
	m_Rot(0.0, 0.0, 0.0),
	m_Position(a_Pos),
	m_WaterSpeed(0, 0, 0),
	m_Mass (0.001),  // Default 1g
	m_Width(a_Width),
	m_Height(a_Height),
	m_InvulnerableTicks(0)
{
	m_WorldChangeInfo.m_NewWorld = nullptr;
}





const char * cEntity::GetClass(void) const
{
	return "cEntity";
}





const char * cEntity::GetClassStatic(void)
{
	return "cEntity";
}





const char * cEntity::GetParentClass(void) const
{
	return "";
}





bool cEntity::Initialize(OwnedEntity a_Self, cWorld & a_EntityWorld)
{
	if (cPluginManager::Get()->CallHookSpawningEntity(a_EntityWorld, *this))
	{
		return false;
	}

	/*
	// DEBUG:
	FLOGD("Initializing entity #{0} ({1}) at {2:.02f}",
		m_UniqueID, GetClass(), m_Pos
	);
	*/


	ASSERT(a_Self->IsPlayer() || (m_World == nullptr));  // Players' worlds are loaded from disk.
	ASSERT(GetParentChunk() == nullptr);
	SetWorld(&a_EntityWorld);
	a_EntityWorld.AddEntity(std::move(a_Self));

	return true;
}





void cEntity::OnAcquireSpectator(cPlayer & a_Player)
{
	m_Spectators.push_back(&a_Player);
}





void cEntity::OnAddToWorld(cWorld & a_World)
{
	// Spawn the entity on the clients:
	m_LastSentPosition = GetPosition();
	a_World.BroadcastSpawnEntity(*this);
	BroadcastLeashedMobs();
}





void cEntity::OnLoseSpectator(cPlayer & a_Player)
{
	const auto Spectator = std::find(m_Spectators.begin(), m_Spectators.end(), &a_Player);

	ASSERT(Spectator != m_Spectators.end());
	std::swap(*Spectator, m_Spectators.back());
	m_Spectators.pop_back();
}





void cEntity::OnRemoveFromWorld(cWorld & a_World)
{
	// Remove all mobs from the leashed list of mobs:
	while (!m_LeashedMobs.empty())
	{
		m_LeashedMobs.front()->Unleash(false, true);
	}

	for (const auto Player : m_Spectators)
	{
		Player->OnLoseSpectated();
	}

	m_Spectators.clear();

	if (m_AttachedTo != nullptr)
	{
		Detach();
	}

	if (m_Attachee != nullptr)
	{
		m_Attachee->Detach();
	}

	a_World.BroadcastDestroyEntity(*this);
}





void cEntity::WrapHeadYaw(void)
{
	m_HeadYaw = NormalizeAngleDegrees(m_HeadYaw);
}





void cEntity::WrapRotation(void)
{
	m_Rot.x = NormalizeAngleDegrees(m_Rot.x);
	m_Rot.y = NormalizeAngleDegrees(m_Rot.y);
}





void cEntity::WrapSpeed(void)
{
	m_Speed.x = Clamp(m_Speed.x, -78.0, 78.0);
	m_Speed.y = Clamp(m_Speed.y, -78.0, 78.0);
	m_Speed.z = Clamp(m_Speed.z, -78.0, 78.0);
}





void cEntity::SetParentChunk(cChunk * a_Chunk)
{
	m_ParentChunk = a_Chunk;
}





void cEntity::Destroy()
{
	SetIsTicking(false);

	// Unleash leashed mobs
	while (!m_LeashedMobs.empty())
	{
		m_LeashedMobs.front()->Unleash(true, true);
	}

	auto ParentChunkCoords = cChunkDef::BlockToChunk(GetPosition());
	m_World->QueueTask([this, ParentChunkCoords](cWorld & a_World)
	{
		LOGD("Destroying entity #%i (%s) from chunk (%d, %d)",
			this->GetUniqueID(), this->GetClass(),
			ParentChunkCoords.m_ChunkX, ParentChunkCoords.m_ChunkZ
		);
		UNUSED(ParentChunkCoords);  // Non Debug mode only

		// Make sure that RemoveEntity returned a valid smart pointer
		// Also, not storing the returned pointer means automatic destruction
		VERIFY(a_World.RemoveEntity(*this));
	});
}





void cEntity::TakeDamage(cEntity & a_Attacker)
{
	int RawDamage = a_Attacker.GetRawDamageAgainst(*this);
	TakeDamage(dtAttack, &a_Attacker, RawDamage, a_Attacker.GetKnockbackAmountAgainst(*this));
}





void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, double a_KnockbackAmount)
{
	float FinalDamage = static_cast<float>(a_RawDamage);
	float ArmorCover = GetArmorCoverAgainst(a_Attacker, a_DamageType, a_RawDamage);

	ApplyArmorDamage(static_cast<int>(ArmorCover));

	cEntity::TakeDamage(a_DamageType, a_Attacker, a_RawDamage, FinalDamage, a_KnockbackAmount);
}





void cEntity::TakeDamage(eDamageType a_DamageType, UInt32 a_AttackerID, int a_RawDamage, double a_KnockbackAmount)
{
	m_World->DoWithEntityByID(a_AttackerID, [=](cEntity & a_Attacker)
		{
			cPawn * Attacker;
			if (a_Attacker.IsPawn())
			{
				Attacker = static_cast<cPawn*>(&a_Attacker);
			}
			else
			{
				Attacker = nullptr;
			}

			TakeDamage(a_DamageType, Attacker, a_RawDamage, a_KnockbackAmount);
			return true;
		}
	);
}





void cEntity::TakeDamage(eDamageType a_DamageType, cEntity * a_Attacker, int a_RawDamage, float a_FinalDamage, double a_KnockbackAmount)
{
	TakeDamageInfo TDI;
	TDI.DamageType = a_DamageType;
	if ((a_Attacker != nullptr) && a_Attacker->IsPawn())
	{
		TDI.Attacker = a_Attacker;
	}
	else
	{
		TDI.Attacker = nullptr;
	}

	if (a_RawDamage <= 0)
	{
		a_RawDamage = 0;
	}

	TDI.RawDamage = a_RawDamage;

	if (a_FinalDamage <= 0)
	{
		a_FinalDamage = 0;
	}

	TDI.FinalDamage = a_FinalDamage;

	Vector3d Heading(0, 0, 0);
	if (a_Attacker != nullptr)
	{
		Heading = a_Attacker->GetLookVector();
	}

	int KnockbackHeight = 3;

	if (IsPlayer())
	{
		KnockbackHeight = 8;
	}

	// Apply slight height to knockback
	Vector3d FinalKnockback = Vector3d(Heading.x * a_KnockbackAmount, Heading.y + KnockbackHeight, Heading.z * a_KnockbackAmount);

	TDI.Knockback = FinalKnockback;
	DoTakeDamage(TDI);
}





void cEntity::SetYawFromSpeed(void)
{
	const double EPS = 0.0000001;
	if ((std::abs(m_Speed.x) < EPS) && (std::abs(m_Speed.z) < EPS))
	{
		// atan2() may overflow or is undefined, pick any number
		SetYaw(0);
		return;
	}
	SetYaw(atan2(m_Speed.x, m_Speed.z) * 180 / M_PI);
}





void cEntity::SetPitchFromSpeed(void)
{
	const double EPS = 0.0000001;
	double xz = sqrt(m_Speed.x * m_Speed.x + m_Speed.z * m_Speed.z);  // Speed XZ-plane component
	if ((std::abs(xz) < EPS) && (std::abs(m_Speed.y) < EPS))
	{
		// atan2() may overflow or is undefined, pick any number
		SetPitch(0);
		return;
	}
	SetPitch(atan2(m_Speed.y, xz) * 180 / M_PI);
}





bool cEntity::DoTakeDamage(TakeDamageInfo & a_TDI)
{
	if (m_Health <= 0)
	{
		// Can't take damage if already dead
		return false;
	}

	if (m_InvulnerableTicks > 0)
	{
		// Entity is invulnerable
		return false;
	}

	if (cRoot::Get()->GetPluginManager()->CallHookTakeDamage(*this, a_TDI))
	{
		return false;
	}

	if (IsPainting())
	{
		KilledBy(a_TDI);

		if (a_TDI.Attacker != nullptr)
		{
			a_TDI.Attacker->Killed(*this, a_TDI.DamageType);
		}

		return true;
	}

	if ((a_TDI.Attacker != nullptr) && (a_TDI.Attacker->IsPlayer()))
	{
		cPlayer * Player = static_cast<cPlayer *>(a_TDI.Attacker);

		Player->GetEquippedItem().GetHandler().OnEntityAttack(Player, this);

		// Whether an enchantment boosted this attack's damage.
		bool MagicalCriticalHit = false;

		// IsOnGround() only is false if the player is moving downwards
		// Ref: https://minecraft.gamepedia.com/Damage#Critical_Hits
		if (!Player->IsOnGround())
		{
			if ((a_TDI.DamageType == dtAttack) || (a_TDI.DamageType == dtArrowAttack))
			{
				a_TDI.FinalDamage *= 1.5f;  // 150% damage
				m_World->BroadcastEntityAnimation(*this, EntityAnimation::EntityGetsCriticalHit);
			}
		}

		const cEnchantments & Enchantments = Player->GetEquippedItem().m_Enchantments;

		int SharpnessLevel = static_cast<int>(Enchantments.GetLevel(cEnchantments::enchSharpness));
		int SmiteLevel = static_cast<int>(Enchantments.GetLevel(cEnchantments::enchSmite));
		int BaneOfArthropodsLevel = static_cast<int>(Enchantments.GetLevel(cEnchantments::enchBaneOfArthropods));

		if (SharpnessLevel > 0)
		{
			MagicalCriticalHit = true;
			a_TDI.FinalDamage += 1.25f * SharpnessLevel;
		}
		else if (SmiteLevel > 0)
		{
			if (IsMob())
			{
				cMonster * Monster = static_cast<cMonster *>(this);
				switch (Monster->GetMobType())
				{
					case mtSkeleton:
					case mtWither:
					case mtZombie:
					case mtZombiePigman:
					case mtZombieVillager:
					{
						MagicalCriticalHit = true;
						a_TDI.FinalDamage += 2.5f * SmiteLevel;
						break;
					}
					default: break;
				}
			}
		}
		else if (BaneOfArthropodsLevel > 0)
		{
			if (IsMob())
			{
				cMonster * Monster = static_cast<cMonster *>(this);
				switch (Monster->GetMobType())
				{
					case mtSpider:
					case mtCaveSpider:
					case mtSilverfish:
					{
						MagicalCriticalHit = true;
						a_TDI.FinalDamage += 2.5f * BaneOfArthropodsLevel;

						// The duration of the effect is a random value between 1 and 1.5 seconds at level I,
						// increasing the max duration by 0.5 seconds each level.
						// Ref: https://minecraft.gamepedia.com/Enchanting#Bane_of_Arthropods
						int Duration = 20 + GetRandomProvider().RandInt(BaneOfArthropodsLevel * 10);  // Duration in ticks.
						Monster->AddEntityEffect(cEntityEffect::effSlowness, Duration, 4);

						break;
					}
					default: break;
				}
			}
		}

		int FireAspectLevel = static_cast<int>(Enchantments.GetLevel(cEnchantments::enchFireAspect));
		if (FireAspectLevel > 0)
		{
			int BurnTicks = 3;

			if (FireAspectLevel > 1)
			{
				BurnTicks += 4 * (FireAspectLevel - 1);
			}

			if (!IsMob() && !IsInWater())
			{
				StartBurning(BurnTicks * 20);
			}
			else if (IsMob() && !IsInWater())
			{
				cMonster * Monster = static_cast<cMonster *>(this);
				switch (Monster->GetMobType())
				{
					case mtGhast:
					case mtZombiePigman:
					case mtMagmaCube:
					{
						break;
					}
					default:
					{
						MagicalCriticalHit = true;
						StartBurning(BurnTicks * 20);
					}
				}
			}
		}

		if (MagicalCriticalHit)
		{
			m_World->BroadcastEntityAnimation(*this, EntityAnimation::EntityGetsMagicalCriticalHit);
		}

		unsigned int ThornsLevel = 0;
		const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };
		for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++)
		{
			const cItem & Item = ArmorItems[i];
			ThornsLevel = std::max(ThornsLevel, Item.m_Enchantments.GetLevel(cEnchantments::enchThorns));
		}

		if (ThornsLevel > 0)
		{
			int Chance = static_cast<int>(ThornsLevel * 15);

			auto & Random = GetRandomProvider();

			if (Random.RandBool(Chance / 100.0))
			{
				a_TDI.Attacker->TakeDamage(dtAttack, this, 0, Random.RandReal(1.0f, 4.0f), 0);
			}
		}

		Player->GetStatistics().Custom[CustomStatistic::DamageDealt] += FloorC<StatisticsManager::StatValue>(a_TDI.FinalDamage * 10 + 0.5);
	}

	m_Health -= a_TDI.FinalDamage;
	m_Health = std::max(m_Health, 0.0f);

	// Add knockback:
	if ((IsMob() || IsPlayer()) && (a_TDI.Attacker != nullptr))
	{
		SetSpeed(a_TDI.Knockback);
	}

	m_World->BroadcastEntityAnimation(*this, [&a_TDI]
	{
		switch (a_TDI.DamageType)
		{
			case eDamageType::dtBurning: return EntityAnimation::PawnBurns;
			case eDamageType::dtDrowning: return EntityAnimation::PawnDrowns;
			default: return EntityAnimation::PawnHurts;
		}
	}());

	m_InvulnerableTicks = 10;

	if (m_Health <= 0)
	{
		KilledBy(a_TDI);

		if (a_TDI.Attacker != nullptr)
		{
			a_TDI.Attacker->Killed(*this, a_TDI.DamageType);
		}
	}
	return true;
}





int cEntity::GetRawDamageAgainst(const cEntity & a_Receiver)
{
	// Returns the hitpoints that this pawn can deal to a_Receiver using its equipped items
	// Ref: https://minecraft.gamepedia.com/Damage#Dealing_damage as of 2012_12_20
	switch (this->GetEquippedWeapon().m_ItemType)
	{
		case E_ITEM_WOODEN_SWORD:    return 4;
		case E_ITEM_GOLD_SWORD:      return 4;
		case E_ITEM_STONE_SWORD:     return 5;
		case E_ITEM_IRON_SWORD:      return 6;
		case E_ITEM_DIAMOND_SWORD:   return 7;

		case E_ITEM_WOODEN_AXE:      return 3;
		case E_ITEM_GOLD_AXE:        return 3;
		case E_ITEM_STONE_AXE:       return 4;
		case E_ITEM_IRON_AXE:        return 5;
		case E_ITEM_DIAMOND_AXE:     return 6;

		case E_ITEM_WOODEN_PICKAXE:  return 2;
		case E_ITEM_GOLD_PICKAXE:    return 2;
		case E_ITEM_STONE_PICKAXE:   return 3;
		case E_ITEM_IRON_PICKAXE:    return 4;
		case E_ITEM_DIAMOND_PICKAXE: return 5;

		case E_ITEM_WOODEN_SHOVEL:   return 1;
		case E_ITEM_GOLD_SHOVEL:     return 1;
		case E_ITEM_STONE_SHOVEL:    return 2;
		case E_ITEM_IRON_SHOVEL:     return 3;
		case E_ITEM_DIAMOND_SHOVEL:  return 4;
	}
	// All other equipped items give a damage of 1:
	return 1;
}





void cEntity::ApplyArmorDamage(int DamageBlocked)
{
	// cEntities don't necessarily have armor to damage.
}





bool cEntity::ArmorCoversAgainst(eDamageType a_DamageType)
{
	// Ref.: https://minecraft.gamepedia.com/Armor#Effects as of 2012_12_20
	switch (a_DamageType)
	{
		case dtOnFire:
		case dtSuffocating:
		case dtDrowning:  // TODO: This one could be a special case - in various MC versions (PC vs XBox) it is and isn't armor-protected
		case dtEnderPearl:
		case dtStarving:
		case dtInVoid:
		case dtPoisoning:
		case dtWithering:
		case dtPotionOfHarming:
		case dtFalling:
		case dtLightning:
		case dtPlugin:
		case dtEnvironment:
		{
			return false;
		}

		case dtAttack:
		case dtArrowAttack:
		case dtCactusContact:
		case dtMagmaContact:
		case dtLavaContact:
		case dtFireContact:
		case dtExplosion:
		{
			return true;
		}
	}
	UNREACHABLE("Unsupported damage type");
}





float cEntity::GetEnchantmentCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
{
	int TotalEPF = 0;

	const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };
	for (size_t i = 0; i < ARRAYCOUNT(ArmorItems); i++)
	{
		const cItem & Item = ArmorItems[i];

		if ((a_DamageType != dtInVoid) && (a_DamageType != dtAdmin) && (a_DamageType != dtStarving))
		{
			TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchProtection)) * 1;
		}

		if ((a_DamageType == dtBurning) || (a_DamageType == dtFireContact) || (a_DamageType == dtLavaContact) || (a_DamageType == dtMagmaContact))
		{
			TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchFireProtection)) * 2;
		}

		if ((a_DamageType == dtFalling) || (a_DamageType == dtEnderPearl))
		{
			TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchFeatherFalling)) * 3;
		}

		if (a_DamageType == dtExplosion)
		{
			TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchBlastProtection)) * 2;
		}

		// Note: Also blocks against fire charges, etc.
		if (a_DamageType == dtProjectile)
		{
			TotalEPF += static_cast<int>(Item.m_Enchantments.GetLevel(cEnchantments::enchProjectileProtection)) * 2;
		}
	}
	int CappedEPF = std::min(20, TotalEPF);
	return (a_Damage * CappedEPF / 25.0f);
}





float cEntity::GetEnchantmentBlastKnockbackReduction()
{
	UInt32 MaxLevel = 0;

	const cItem ArmorItems[] = { GetEquippedHelmet(), GetEquippedChestplate(), GetEquippedLeggings(), GetEquippedBoots() };

	for (auto & Item : ArmorItems)
	{
		UInt32 Level = Item.m_Enchantments.GetLevel(cEnchantments::enchBlastProtection);
		if (Level > MaxLevel)
		{
			// Get max blast protection
			MaxLevel = Level;
		}
	}

	// Max blast protect level is 4, each level provide 15% knock back reduction
	MaxLevel = std::min<UInt32>(MaxLevel, 4);
	return MaxLevel * 0.15f;
}





float cEntity::GetArmorCoverAgainst(const cEntity * a_Attacker, eDamageType a_DamageType, int a_Damage)
{
	// Returns the hitpoints out of a_RawDamage that the currently equipped armor would cover

	// Filter out damage types that are not protected by armor:
	if (!ArmorCoversAgainst(a_DamageType))
	{
		return 0;
	}

	// Add up all armor points:
	// Ref.: https://minecraft.gamepedia.com/Armor#Defense_points
	int ArmorValue = 0;
	int Toughness = 0;
	switch (GetEquippedHelmet().m_ItemType)
	{
		case E_ITEM_LEATHER_CAP:    ArmorValue += 1; break;
		case E_ITEM_GOLD_HELMET:    ArmorValue += 2; break;
		case E_ITEM_CHAIN_HELMET:   ArmorValue += 2; break;
		case E_ITEM_IRON_HELMET:    ArmorValue += 2; break;
		case E_ITEM_DIAMOND_HELMET: ArmorValue += 3; Toughness += 2; break;
	}
	switch (GetEquippedChestplate().m_ItemType)
	{
		case E_ITEM_LEATHER_TUNIC:      ArmorValue += 3; break;
		case E_ITEM_GOLD_CHESTPLATE:    ArmorValue += 5; break;
		case E_ITEM_CHAIN_CHESTPLATE:   ArmorValue += 5; break;
		case E_ITEM_IRON_CHESTPLATE:    ArmorValue += 6; break;
		case E_ITEM_DIAMOND_CHESTPLATE: ArmorValue += 8; Toughness += 2; break;
	}
	switch (GetEquippedLeggings().m_ItemType)
	{
		case E_ITEM_LEATHER_PANTS:    ArmorValue += 2; break;
		case E_ITEM_GOLD_LEGGINGS:    ArmorValue += 3; break;
		case E_ITEM_CHAIN_LEGGINGS:   ArmorValue += 4; break;
		case E_ITEM_IRON_LEGGINGS:    ArmorValue += 5; break;
		case E_ITEM_DIAMOND_LEGGINGS: ArmorValue += 6; Toughness += 2; break;
	}
	switch (GetEquippedBoots().m_ItemType)
	{
		case E_ITEM_LEATHER_BOOTS: ArmorValue += 1; break;
		case E_ITEM_GOLD_BOOTS:    ArmorValue += 1; break;
		case E_ITEM_CHAIN_BOOTS:   ArmorValue += 1; break;
		case E_ITEM_IRON_BOOTS:    ArmorValue += 2; break;
		case E_ITEM_DIAMOND_BOOTS: ArmorValue += 3; Toughness += 2; break;
	}

	// TODO: Special armor cases, such as wool, saddles, dog's collar
	// Ref.: https://minecraft.gamepedia.com/Armor#Mob_armor as of 2012_12_20

	float Reduction = std::max(ArmorValue / 5.0f, ArmorValue - a_Damage / (2.0f + Toughness / 4.0f));
	return (a_Damage * std::min(20.0f, Reduction) / 25.0f);
}





double cEntity::GetKnockbackAmountAgainst(const cEntity & a_Receiver)
{
	// Default knockback for entities
	double Knockback = 10;

	// If we're sprinting, bump up the knockback
	if (IsSprinting())
	{
		Knockback = 15;
	}

	// Check for knockback enchantments (punch only applies to shot arrows)
	unsigned int KnockbackLevel = GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchKnockback);
	unsigned int KnockbackLevelMultiplier = 8;

	Knockback += KnockbackLevelMultiplier * KnockbackLevel;

	return Knockback;
}





void cEntity::KilledBy(TakeDamageInfo & a_TDI)
{
	m_Health = 0;

	cRoot::Get()->GetPluginManager()->CallHookKilling(*this, a_TDI.Attacker, a_TDI);

	if (m_Health > 0)
	{
		// Plugin wants to 'unkill' the pawn. Abort
		return;
	}

	// If the victim is a player the hook is handled by the cPlayer class
	if (!IsPlayer())
	{
		AString emptystring;
		cRoot::Get()->GetPluginManager()->CallHookKilled(*this, a_TDI, emptystring);
	}

	// Drop loot, unless the attacker was a creative mode player:
	if (
		(a_TDI.Attacker == nullptr) ||
		!a_TDI.Attacker->IsPlayer() ||
		!static_cast<cPlayer *>(a_TDI.Attacker)->IsGameModeCreative()
	)
	{
		cItems Drops;
		GetDrops(Drops, a_TDI.Attacker);
		m_World->SpawnItemPickups(Drops, GetPosX(), GetPosY(), GetPosZ());
	}

	m_TicksAlive = 0;
	m_World->BroadcastEntityAnimation(*this, EntityAnimation::PawnDies);
}





void cEntity::Heal(int a_HitPoints)
{
	m_Health += a_HitPoints;
	m_Health = std::min(m_Health, m_MaxHealth);
}





void cEntity::SetHealth(float a_Health)
{
	m_Health = Clamp(a_Health, 0.0f, m_MaxHealth);
}





void cEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	ASSERT(IsTicking());
	ASSERT(GetWorld() != nullptr);
	m_TicksAlive++;

	if (m_InvulnerableTicks > 0)
	{
		m_InvulnerableTicks--;
	}

	// Non-players are destroyed as soon as they fall out of the world:
	if ((GetPosY() < 0) && (!IsPlayer()))
	{
		Destroy();
		return;
	}

	if (m_AttachedTo != nullptr)
	{
		SetPosition(m_AttachedTo->GetPosition());
	}
	else
	{
		if (!a_Chunk.IsValid())
		{
			return;
		}

		// Position changed -> Super::Tick() called:
		GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, POSX_TOINT, POSZ_TOINT);

		// Set swim states (water, lava, and fire):
		SetSwimState(*NextChunk);

		// Handle catching on fire and burning:
		TickBurning(*NextChunk);

		// Damage players if they are in the void
		if (GetPosY() < VOID_BOUNDARY)
		{
			TickInVoid(*NextChunk);
		}
		else
		{
			m_TicksSinceLastVoidDamage = 0;
		}

		// Handle cactus damage or destruction:
		if (
			IsMob() || IsPickup() ||
			(IsPlayer() && !((static_cast<cPlayer *>(this))->IsGameModeCreative() || (static_cast<cPlayer *>(this))->IsGameModeSpectator()))
		)
		{
			DetectCacti();
		}

		// Handle magma block damage
		if
		(
			IsOnGround() &&
			(
				(IsMob() && !static_cast<cPawn *>(this)->IsFireproof()) ||
				(
					IsPlayer() && !((static_cast<cPlayer *>(this))->IsGameModeCreative() || (static_cast<cPlayer *>(this))->IsGameModeSpectator())
					&& !static_cast<cPlayer *>(this)->IsFireproof()
					&& !static_cast<cPlayer *>(this)->HasEntityEffect(cEntityEffect::effFireResistance)
				)
			)
		)
		{
			DetectMagma();
		}

		// Handle drowning:
		if (IsMob() || IsPlayer())
		{
			HandleAir();
		}

		if (!DetectPortal())  // Our chunk is invalid if we have moved to another world
		{
			// None of the above functions changed position, we remain in the chunk of NextChunk
			HandlePhysics(a_Dt, *NextChunk);
		}
	}
}





void cEntity::HandlePhysics(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
	int BlockX = POSX_TOINT;
	int BlockY = POSY_TOINT;
	int BlockZ = POSZ_TOINT;

	// Position changed -> Super::HandlePhysics() called
	GET_AND_VERIFY_CURRENT_CHUNK(NextChunk, BlockX, BlockZ);

	// TODO Add collision detection with entities.
	auto DtSec = std::chrono::duration_cast<std::chrono::duration<double>>(a_Dt);
	Vector3d NextPos = Vector3d(GetPosX(), GetPosY(), GetPosZ());
	Vector3d NextSpeed = Vector3d(GetSpeedX(), GetSpeedY(), GetSpeedZ());

	if ((BlockY >= cChunkDef::Height) || (BlockY < 0))
	{
		// Outside of the world
		AddSpeedY(m_Gravity * DtSec.count());
		AddPosition(GetSpeed() * DtSec.count());
		return;
	}

	int RelBlockX = BlockX - (NextChunk->GetPosX() * cChunkDef::Width);
	int RelBlockZ = BlockZ - (NextChunk->GetPosZ() * cChunkDef::Width);
	BLOCKTYPE BlockIn = NextChunk->GetBlock( RelBlockX, BlockY, RelBlockZ);
	BLOCKTYPE BlockBelow = (BlockY > 0) ? NextChunk->GetBlock(RelBlockX, BlockY - 1, RelBlockZ) : E_BLOCK_AIR;
	if (!cBlockInfo::IsSolid(BlockIn))  // Making sure we are not inside a solid block
	{
		if (m_bOnGround)  // check if it's still on the ground
		{
			if (!cBlockInfo::IsSolid(BlockBelow))  // Check if block below is air or water.
			{
				m_bOnGround = false;
			}
		}
	}
	else if (!(IsMinecart() || IsTNT() || (IsPickup() && (m_TicksAlive < 15))))
	{
		// Push out entity.
		BLOCKTYPE GotBlock;

		static const struct
		{
			int x, y, z;
		} gCrossCoords[] =
		{
			{ 1, 0,  0},
			{-1, 0,  0},
			{ 0, 0,  1},
			{ 0, 0, -1},
		} ;

		bool IsNoAirSurrounding = true;
		for (size_t i = 0; i < ARRAYCOUNT(gCrossCoords); i++)
		{
			if (!NextChunk->UnboundedRelGetBlockType(RelBlockX + gCrossCoords[i].x, BlockY, RelBlockZ + gCrossCoords[i].z, GotBlock))
			{
				// The pickup is too close to an unloaded chunk, bail out of any physics handling
				return;
			}
			if (!cBlockInfo::IsSolid(GotBlock))
			{
				NextPos.x += gCrossCoords[i].x;
				NextPos.z += gCrossCoords[i].z;
				IsNoAirSurrounding = false;
				break;
			}
		}  // for i - gCrossCoords[]

		if (IsNoAirSurrounding)
		{
			NextPos.y += 0.5;
		}

		m_bHasSentNoSpeed = false;  // this unlocks movement sending to client in BroadcastMovementUpdate function
		m_bOnGround = true;

		/*
		// DEBUG:
		FLOGD("Entity #{0} ({1}) is inside a block at {{2}}",
			m_UniqueID, GetClass(), Vector3i{BlockX, BlockY, BlockZ}
		);
		*/
	}

	if (!m_bOnGround)
	{
		double fallspeed;
		if (IsBlockWater(BlockIn))
		{
			fallspeed = m_Gravity * DtSec.count() / 3;  // Fall 3x slower in water
			ApplyFriction(NextSpeed, 0.7, static_cast<float>(DtSec.count()));
		}
		else if (BlockIn == E_BLOCK_COBWEB)
		{
			NextSpeed.y *= 0.05;  // Reduce overall falling speed
			fallspeed = 0;  // No falling
		}
		else
		{
			// Normal gravity
			fallspeed = m_Gravity * DtSec.count();
			NextSpeed -= NextSpeed * (m_AirDrag * 20.0f) * DtSec.count();
		}
		NextSpeed.y += static_cast<float>(fallspeed);

		// A real boat floats
		if (IsBoat())
		{
			// Find top water block and sit there
			int NextBlockY = BlockY;
			BLOCKTYPE NextBlock = NextChunk->GetBlock(RelBlockX, NextBlockY, RelBlockZ);
			while (IsBlockWater(NextBlock))
			{
				NextBlock = NextChunk->GetBlock(RelBlockX, ++NextBlockY, RelBlockZ);
			}
			NextPos.y = NextBlockY - 0.5;
			NextSpeed.y = 0;
		}
	}
	else
	{
		ApplyFriction(NextSpeed, 0.7, static_cast<float>(DtSec.count()));
	}

	// Adjust X and Z speed for COBWEB temporary. This speed modification should be handled inside block handlers since we
	// might have different speed modifiers according to terrain.
	if (BlockIn == E_BLOCK_COBWEB)
	{
		NextSpeed.x *= 0.25;
		NextSpeed.z *= 0.25;
	}

	// Get water direction
	Vector3f WaterDir = m_World->GetWaterSimulator()->GetFlowingDirection(BlockX, BlockY, BlockZ);

	m_WaterSpeed *= 0.9;  // Reduce speed each tick

	auto AdjustSpeed = [](double & a_WaterSpeed, float a_WaterDir)
		{
			if (std::abs(a_WaterDir) > (0.05f / 0.4f))
			{
				a_WaterSpeed = 0.4 * a_WaterDir;
			}
			else if (std::abs(a_WaterSpeed) < 0.05)
			{
				a_WaterSpeed = 0.0;
			}
		};
	AdjustSpeed(m_WaterSpeed.x, WaterDir.x);
	AdjustSpeed(m_WaterSpeed.z, WaterDir.z);

	NextSpeed += m_WaterSpeed;

	if (NextSpeed.SqrLength() > 0.0f)
	{
		Vector3d HitCoords;
		Vector3i HitBlockCoords;
		eBlockFace HitBlockFace;
		Vector3d wantNextPos = NextPos + NextSpeed * DtSec.count();
		auto isHit = cLineBlockTracer::FirstSolidHitTrace(*GetWorld(), NextPos, wantNextPos, HitCoords, HitBlockCoords, HitBlockFace);
		if (isHit)
		{
			// Set our position to where the block was hit:
			NextPos = HitCoords;

			// Avoid movement in the direction of the blockface that has been hit and correct for collision box:
			const auto HalfWidth = GetWidth() / 2;
			switch (HitBlockFace)
			{
				case BLOCK_FACE_XM:
				{
					NextSpeed.x = 0;
					NextPos.x -= HalfWidth;
					break;
				}
				case BLOCK_FACE_XP:
				{
					NextSpeed.x = 0;
					NextPos.x += HalfWidth;
					break;
				}
				case BLOCK_FACE_YM:
				{
					NextSpeed.y = 0;
					NextPos.y -= GetHeight();
					break;
				}
				case BLOCK_FACE_YP:
				{
					NextSpeed.y = 0;
					// We hit the ground, adjust the position to the top of the block:
					m_bOnGround = true;
					NextPos.y = HitBlockCoords.y + 1;
					break;
				}
				case BLOCK_FACE_ZM:
				{
					NextSpeed.z = 0;
					NextPos.z -= HalfWidth;
					break;
				}
				case BLOCK_FACE_ZP:
				{
					NextSpeed.z = 0;
					NextPos.z += HalfWidth;
					break;
				}
				default:
				{
					break;
				}
			}
		}
		else
		{
			// We didn't hit anything, so move:
			NextPos += (NextSpeed * DtSec.count());
		}
	}

	SetPosition(NextPos);
	SetSpeed(NextSpeed);
}





void cEntity::ApplyFriction(Vector3d & a_Speed, double a_SlowdownMultiplier, float a_Dt)
{
	if (a_Speed.SqrLength() > 0.0004f)
	{
		a_Speed.x *= a_SlowdownMultiplier / (1 + a_Dt);
		if (fabs(a_Speed.x) < 0.05)
		{
			a_Speed.x = 0;
		}
		a_Speed.z *= a_SlowdownMultiplier / (1 + a_Dt);
		if (fabs(a_Speed.z) < 0.05)
		{
			a_Speed.z = 0;
		}
	}
}





void cEntity::TickBurning(cChunk & a_Chunk)
{
	// Remember the current burning state:
	bool HasBeenBurning = (m_TicksLeftBurning > 0);

	// Fireproof entities burn out on the next tick
	if (IsFireproof())
	{
		m_TicksLeftBurning = 0;
	}

	// Fire is extinguished by rain:
	if (a_Chunk.IsWeatherWetAt(cChunkDef::AbsoluteToRelative(GetPosition().Floor(), a_Chunk.GetPos())))
	{
		m_TicksLeftBurning = 0;
	}

	// Do the burning damage:
	if (m_TicksLeftBurning > 0)
	{
		m_TicksSinceLastBurnDamage++;
		if (m_TicksSinceLastBurnDamage >= BURN_TICKS_PER_DAMAGE)
		{
			if (!IsFireproof())
			{
				TakeDamage(dtOnFire, nullptr, BURN_DAMAGE, 0);
			}
			m_TicksSinceLastBurnDamage = 0;
		}
		m_TicksLeftBurning--;
	}

	if (IsInWater())
	{
		// Extinguish the fire
		m_TicksLeftBurning = 0;
	}

	if (IsInLava())
	{
		// Burn:
		m_TicksLeftBurning = BURN_TICKS;

		// Periodically damage:
		m_TicksSinceLastLavaDamage++;
		if (m_TicksSinceLastLavaDamage >= LAVA_TICKS_PER_DAMAGE)
		{
			if (!IsFireproof())
			{
				TakeDamage(dtLavaContact, nullptr, LAVA_DAMAGE, 0);
			}
			m_TicksSinceLastLavaDamage = 0;
		}
	}
	else
	{
		m_TicksSinceLastLavaDamage = 0;
	}

	if (IsInFire())
	{
		// Burn:
		m_TicksLeftBurning = BURN_TICKS;

		// Periodically damage:
		m_TicksSinceLastFireDamage++;
		if (m_TicksSinceLastFireDamage >= FIRE_TICKS_PER_DAMAGE)
		{
			if (!IsFireproof() && !IsInLava())
			{
				TakeDamage(dtFireContact, nullptr, FIRE_DAMAGE, 0);
			}
			m_TicksSinceLastFireDamage = 0;
		}
	}
	else
	{
		m_TicksSinceLastFireDamage = 0;
	}

	// If just started / finished burning, notify descendants:
	if ((m_TicksLeftBurning > 0) && !HasBeenBurning)
	{
		OnStartedBurning();
	}
	else if ((m_TicksLeftBurning <= 0) && HasBeenBurning)
	{
		OnFinishedBurning();
	}
}





void cEntity::TickInVoid(cChunk & a_Chunk)
{
	if (m_TicksSinceLastVoidDamage == 20)
	{
		TakeDamage(dtInVoid, nullptr, 2, 0);
		m_TicksSinceLastVoidDamage = 0;
	}
	else
	{
		m_TicksSinceLastVoidDamage++;
	}
}





void cEntity::DetectCacti(void)
{
	int MinX = FloorC(GetPosX() - m_Width / 2);
	int MaxX = FloorC(GetPosX() + m_Width / 2);
	int MinZ = FloorC(GetPosZ() - m_Width / 2);
	int MaxZ = FloorC(GetPosZ() + m_Width / 2);
	int MinY = Clamp(POSY_TOINT, 0, cChunkDef::Height - 1);
	int MaxY = Clamp(FloorC(GetPosY() + m_Height), 0, cChunkDef::Height - 1);

	for (int x = MinX; x <= MaxX; x++)
	{
		for (int z = MinZ; z <= MaxZ; z++)
		{
			for (int y = MinY; y <= MaxY; y++)
			{
				if (GetWorld()->GetBlock({ x, y, z }) == E_BLOCK_CACTUS)
				{
					TakeDamage(dtCactusContact, nullptr, 1, 0);
					return;
				}
			}  // for y
		}  // for z
	}  // for x
}





void cEntity::DetectMagma(void)
{
	int MinX = FloorC(GetPosX() - m_Width / 2);
	int MaxX = FloorC(GetPosX() + m_Width / 2);
	int MinZ = FloorC(GetPosZ() - m_Width / 2);
	int MaxZ = FloorC(GetPosZ() + m_Width / 2);
	int MinY = Clamp(POSY_TOINT - 1, 0, cChunkDef::Height - 1);
	int MaxY = Clamp(FloorC(GetPosY() + m_Height), 0, cChunkDef::Height - 1);

	for (int x = MinX; x <= MaxX; x++)
	{
		for (int z = MinZ; z <= MaxZ; z++)
		{
			for (int y = MinY; y <= MaxY; y++)
			{
				if (GetWorld()->GetBlock({ x, y, z }) == E_BLOCK_MAGMA)
				{
					TakeDamage(dtMagmaContact, nullptr, 1, 0);
					return;
				}
			}  // for y
		}  // for z
	}  // for x
}





bool cEntity::DetectPortal()
{
	if (GetWorld()->GetDimension() == dimOverworld)
	{
		if (GetWorld()->GetLinkedNetherWorldName().empty() && GetWorld()->GetLinkedEndWorldName().empty())
		{
			// Teleportation to either dimension not enabled, don't bother proceeding
			return false;
		}
	}
	else if (GetWorld()->GetLinkedOverworldName().empty())
	{
		// Overworld teleportation disabled, abort
		return false;
	}

	if (const auto Position = m_Position.Floor(); cChunkDef::IsValidHeight(Position.y))
	{
		switch (GetWorld()->GetBlock(Position))
		{
			case E_BLOCK_NETHER_PORTAL:
			{
				if (m_PortalCooldownData.m_ShouldPreventTeleportation)
				{
					// Just exited a portal, don't teleport again
					return false;
				}

				if ((m_AttachedTo != nullptr) || (m_Attachee != nullptr))
				{
					// Don't let attached entities change worlds, like players riding a minecart
					return false;
				}

				if (IsPlayer() && !(static_cast<cPlayer *>(this))->IsGameModeCreative() && (m_PortalCooldownData.m_TicksDelayed != 80))
				{
					// Delay teleportation for four seconds if the entity is a non-creative player
					m_PortalCooldownData.m_TicksDelayed++;
					return false;
				}
				m_PortalCooldownData.m_TicksDelayed = 0;

				// Nether portal in the nether
				if (GetWorld()->GetDimension() == dimNether)
				{
					if (GetWorld()->GetLinkedOverworldName().empty())
					{
						return false;
					}

					m_PortalCooldownData.m_ShouldPreventTeleportation = true;  // Stop portals from working on respawn

					Vector3d TargetPos = GetPosition();
					TargetPos.x *= 8.0;
					TargetPos.z *= 8.0;

					cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedOverworldName());
					ASSERT(TargetWorld != nullptr);  // The linkage checker should have prevented this at startup. See cWorld::start()
					LOGD("Jumping %s -> %s", DimensionToString(dimNether).c_str(), DimensionToString(TargetWorld->GetDimension()).c_str());
					new cNetherPortalScanner(*this, *TargetWorld, TargetPos, cChunkDef::Height);
					return true;
				}
				// Nether portal in the overworld
				else
				{
					if (GetWorld()->GetLinkedNetherWorldName().empty())
					{
						return false;
					}

					m_PortalCooldownData.m_ShouldPreventTeleportation = true;

					Vector3d TargetPos = GetPosition();
					TargetPos.x /= 8.0;
					TargetPos.z /= 8.0;

					cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedNetherWorldName());
					ASSERT(TargetWorld != nullptr);  // The linkage checker should have prevented this at startup. See cWorld::start()
					LOGD("Jumping %s -> %s", DimensionToString(dimOverworld).c_str(), DimensionToString(TargetWorld->GetDimension()).c_str());
					new cNetherPortalScanner(*this, *TargetWorld, TargetPos, (cChunkDef::Height / 2));
					return true;
				}
			}
			case E_BLOCK_END_PORTAL:
			{
				if (m_PortalCooldownData.m_ShouldPreventTeleportation)
				{
					return false;
				}

				if ((m_AttachedTo != nullptr) || (m_Attachee != nullptr))
				{
					// Don't let attached entities change worlds, like players riding a minecart
					return false;
				}

				// End portal in the end
				if (GetWorld()->GetDimension() == dimEnd)
				{
					if (GetWorld()->GetLinkedOverworldName().empty())
					{
						return false;
					}

					m_PortalCooldownData.m_ShouldPreventTeleportation = true;

					cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedOverworldName());
					ASSERT(TargetWorld != nullptr);  // The linkage checker should have prevented this at startup. See cWorld::start()
					LOGD("Jumping %s -> %s", DimensionToString(dimEnd).c_str(), DimensionToString(TargetWorld->GetDimension()).c_str());

					if (IsPlayer())
					{
						cPlayer * Player = static_cast<cPlayer *>(this);
						if (Player->GetRespawnWorld() == TargetWorld)
						{
							return MoveToWorld(*TargetWorld, Player->GetLastBedPos());
						}
					}

					return MoveToWorld(*TargetWorld, false);
				}
				// End portal in the overworld
				else
				{
					if (GetWorld()->GetLinkedEndWorldName().empty())
					{
						return false;
					}

					m_PortalCooldownData.m_ShouldPreventTeleportation = true;

					cWorld * TargetWorld = cRoot::Get()->GetWorld(GetWorld()->GetLinkedEndWorldName());
					ASSERT(TargetWorld != nullptr);  // The linkage checker should have prevented this at startup. See cWorld::start()
					LOGD("Jumping %s -> %s", DimensionToString(dimOverworld).c_str(), DimensionToString(TargetWorld->GetDimension()).c_str());
					return MoveToWorld(*TargetWorld, false);
				}

			}
			default: break;
		}
	}

	// Allow portals to work again
	m_PortalCooldownData.m_ShouldPreventTeleportation = false;
	m_PortalCooldownData.m_TicksDelayed = 0;
	return false;
}





void cEntity::DoMoveToWorld(const sWorldChangeInfo & a_WorldChangeInfo)
{
	ASSERT(a_WorldChangeInfo.m_NewWorld != nullptr);

	// Reset portal cooldown:
	if (a_WorldChangeInfo.m_SetPortalCooldown)
	{
		m_PortalCooldownData.m_TicksDelayed = 0;
		m_PortalCooldownData.m_ShouldPreventTeleportation = true;
	}

	if (m_World == a_WorldChangeInfo.m_NewWorld)
	{
		// Moving to same world, don't need to remove from world
		SetPosition(a_WorldChangeInfo.m_NewPosition);
		return;
	}

	LOGD("Warping entity #%i (%s) from world \"%s\" to \"%s\". Source chunk: (%d, %d) ",
		GetUniqueID(), GetClass(),
		m_World->GetName(), a_WorldChangeInfo.m_NewWorld->GetName(),
		GetChunkX(), GetChunkZ()
	);

	// Stop ticking, in preperation for detaching from this world.
	SetIsTicking(false);

	// Remove from the old world
	const auto OldWorld = m_World;
	auto Self = m_World->RemoveEntity(*this);

	// Update entity:
	ResetPosition(a_WorldChangeInfo.m_NewPosition);
	SetWorld(a_WorldChangeInfo.m_NewWorld);

	// Don't do anything after adding as the old world's CS no longer protects us
	a_WorldChangeInfo.m_NewWorld->AddEntity(std::move(Self), OldWorld);
}





bool cEntity::MoveToWorld(cWorld & a_World, Vector3d a_NewPosition, bool a_SetPortalCooldown, bool a_ShouldSendRespawn)
{
	// Ask the plugins if the entity is allowed to change world
	if (cRoot::Get()->GetPluginManager()->CallHookEntityChangingWorld(*this, a_World))
	{
		// A Plugin isn't allowing the entity to change world
		return false;
	}

	const auto OldWorld = m_WorldChangeInfo.m_NewWorld;

	// Create new world change info
	// (The last warp command always takes precedence)
	m_WorldChangeInfo = { &a_World,  a_NewPosition, a_SetPortalCooldown };

	if (OldWorld != nullptr)
	{
		// Avoid scheduling multiple warp tasks
		// Only move ahead if we came from a "not warping" state
		return true;
	}

	// TODO: move to capture when C++14
	const auto EntityID = GetUniqueID();

	/* Requirements:
	Only one world change in-flight at any time
	No ticking during world changes
	The last invocation takes effect

	As of writing, cWorld ticks entities, clients, and then processes tasks
	We may call MoveToWorld (any number of times - consider multiple /portal commands within a tick) in the first and second stages
	Queue a task onto the third stage to invoke DoMoveToWorld ONCE with the last given destination world
	Store entity IDs in case client tick found the player disconnected and immediately destroys the object

	After the move begins, no further calls to MoveToWorld is possible since neither the client nor entity is ticked
	This remains until the warp is complete and the destination world resumes ticking.
	*/
	GetWorld()->QueueTask(
		[EntityID](cWorld & a_CurWorld)
		{
			a_CurWorld.DoWithEntityByID(
				EntityID,
				[](cEntity & a_Entity)
				{
					auto & WCI = a_Entity.m_WorldChangeInfo;
					a_Entity.DoMoveToWorld(WCI);
					WCI.m_NewWorld = nullptr;
					return true;
				}
			);
		}
	);

	return true;
}





bool cEntity::MoveToWorld(cWorld & a_World, bool a_ShouldSendRespawn)
{
	return MoveToWorld(a_World, a_ShouldSendRespawn, Vector3i(a_World.GetSpawnX(), a_World.GetSpawnY(), a_World.GetSpawnZ()));
}





bool cEntity::MoveToWorld(const AString & a_WorldName, bool a_ShouldSendRespawn)
{
	cWorld * World = cRoot::Get()->GetWorld(a_WorldName);
	if (World == nullptr)
	{
		LOG("%s: Couldn't find world \"%s\".", __FUNCTION__, a_WorldName.c_str());
		return false;
	}

	return MoveToWorld(*World, Vector3i(World->GetSpawnX(), World->GetSpawnY(), World->GetSpawnZ()), false, a_ShouldSendRespawn);
}





void cEntity::SetSwimState(cChunk & a_Chunk)
{
	m_IsInFire = false;
	m_IsInLava = false;
	m_IsInWater = false;
	m_IsHeadInWater = false;

	int RelY = FloorC(GetPosY() + 0.1);
	int HeadRelY = CeilC(GetPosY() + GetHeight()) - 1;
	ASSERT(RelY <= HeadRelY);
	if ((RelY < 0) || (HeadRelY >= cChunkDef::Height))
	{
		return;
	}

	int MinRelX = FloorC(GetPosX() - m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
	int MaxRelX = FloorC(GetPosX() + m_Width / 2) - a_Chunk.GetPosX() * cChunkDef::Width;
	int MinRelZ = FloorC(GetPosZ() - m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
	int MaxRelZ = FloorC(GetPosZ() + m_Width / 2) - a_Chunk.GetPosZ() * cChunkDef::Width;
	int MinY = Clamp(POSY_TOINT, 0, cChunkDef::Height - 1);
	int MaxY = Clamp(FloorC(GetPosY() + m_Height), 0, cChunkDef::Height - 1);

	for (int x = MinRelX; x <= MaxRelX; x++)
	{
		for (int z = MinRelZ; z <= MaxRelZ; z++)
		{
			for (int y = MinY; y <= MaxY; y++)
			{
				BLOCKTYPE Block;
				if (!a_Chunk.UnboundedRelGetBlockType(x, y, z, Block))
				{
					/*
					LOGD("SetSwimState failure: RelX = %d, RelY = %d, RelZ = %d, Pos = %.02f, %.02f}",
						x, y, z, GetPosX(), GetPosZ()
					);
					*/
					continue;
				}

				if (Block == E_BLOCK_FIRE)
				{
					m_IsInFire = true;
				}
				else if (IsBlockLava(Block))
				{
					m_IsInLava = true;
				}
				else if (IsBlockWater(Block))
				{
					m_IsInWater = true;
				}
			}  // for y
		}  // for z
	}  // for x

	// Check if the entity's head is in water.
	int RelX = POSX_TOINT - a_Chunk.GetPosX() * cChunkDef::Width;
	int RelZ = POSZ_TOINT - a_Chunk.GetPosZ() * cChunkDef::Width;
	int HeadHeight = CeilC(GetPosY() + GetHeight()) - 1;
	BLOCKTYPE BlockIn;
	if (!a_Chunk.UnboundedRelGetBlockType(RelX, HeadHeight, RelZ, BlockIn))
	{
		/*
		LOGD("SetSwimState failure: RelX = %d, RelY = %d, RelZ = %d, Pos = %.02f, %.02f}",
			RelX, HeadHeight, RelZ, GetPosX(), GetPosZ()
		);
		*/
		return;
	}
	m_IsHeadInWater = IsBlockWater(BlockIn);
}





void cEntity::SetIsTicking(bool a_IsTicking)
{
	m_IsTicking = a_IsTicking;
	ASSERT(!(m_IsTicking && (m_ParentChunk == nullptr)));  // We shouldn't be ticking if we have no parent chunk
}





void cEntity::SetSize(const float a_Width, const float a_Height)
{
	m_Width = a_Width;
	m_Height = a_Height;
}





void cEntity::HandleAir(void)
{
	// Ref.: https://minecraft.gamepedia.com/Chunk_format
	// See if the entity is /submerged/ water (head is in water)
	// Get the type of block the entity is standing in:

	int RespirationLevel = static_cast<int>(GetEquippedHelmet().m_Enchantments.GetLevel(cEnchantments::enchRespiration));

	if (IsHeadInWater())
	{
		if (!IsPlayer())  // Players control themselves
		{
			SetSpeedY(1);  // Float in the water
		}

		if (RespirationLevel > 0)
		{
			static_cast<cPawn *>(this)->AddEntityEffect(cEntityEffect::effNightVision, 200, 5, 0);
		}

		if (m_AirLevel <= 0)
		{
			// Runs the air tick timer to check whether the player should be damaged
			if (m_AirTickTimer <= 0)
			{
				// Damage player
				TakeDamage(dtDrowning, nullptr, 1, 1, 0);
				// Reset timer
				m_AirTickTimer = DROWNING_TICKS;
			}
			else
			{
				m_AirTickTimer--;
			}
		}
		else
		{
			// Reduce air supply
			m_AirLevel--;
		}
	}
	else
	{
		// Set the air back to maximum
		m_AirLevel = MAX_AIR_LEVEL;
		m_AirTickTimer = DROWNING_TICKS;

		if (RespirationLevel > 0)
		{
			m_AirTickTimer = DROWNING_TICKS + (RespirationLevel * 15 * 20);
		}

	}
}





void cEntity::ResetPosition(Vector3d a_NewPos)
{
	SetPosition(a_NewPos);
	m_LastSentPosition = GetPosition();
}





void cEntity::OnStartedBurning(void)
{
	// Broadcast the change:
	m_World->BroadcastEntityMetadata(*this);
}





void cEntity::OnFinishedBurning(void)
{
	// Broadcast the change:
	m_World->BroadcastEntityMetadata(*this);
}





void cEntity::SetMaxHealth(float a_MaxHealth)
{
	m_MaxHealth = a_MaxHealth;

	// Reset health, if too high:
	m_Health = std::min(m_Health, a_MaxHealth);
}





void cEntity::SetIsFireproof(bool a_IsFireproof)
{
	m_IsFireproof = a_IsFireproof;
}





void cEntity::StartBurning(int a_TicksLeftBurning)
{
	if (m_TicksLeftBurning > 0)
	{
		// Already burning, top up the ticks left burning and bail out:
		m_TicksLeftBurning = std::max(m_TicksLeftBurning, a_TicksLeftBurning);
		return;
	}

	m_TicksLeftBurning = a_TicksLeftBurning;
	OnStartedBurning();
}





void cEntity::StopBurning(void)
{
	bool HasBeenBurning = (m_TicksLeftBurning > 0);
	m_TicksLeftBurning = 0;
	m_TicksSinceLastBurnDamage = 0;
	m_TicksSinceLastFireDamage = 0;
	m_TicksSinceLastLavaDamage = 0;

	// Notify if the entity has stopped burning
	if (HasBeenBurning)
	{
		OnFinishedBurning();
	}
}





void cEntity::TeleportToEntity(cEntity & a_Entity)
{
	TeleportToCoords(a_Entity.GetPosX(), a_Entity.GetPosY(), a_Entity.GetPosZ());
}





void cEntity::TeleportToCoords(double a_PosX, double a_PosY, double a_PosZ)
{
	//  ask the plugins to allow teleport to the new position.
	if (!cRoot::Get()->GetPluginManager()->CallHookEntityTeleport(*this, m_LastPosition, Vector3d(a_PosX, a_PosY, a_PosZ)))
	{
		SetPosition({a_PosX, a_PosY, a_PosZ});
	}
}





void cEntity::BroadcastMovementUpdate(const cClientHandle * a_Exclude)
{
	// Process packet sending every two ticks:
	if ((GetWorld()->GetWorldTickAge() % 2_tick) != 0_tick)
	{
		return;
	}

	if (GetSpeed().SqrLength() > 0.001)
	{
		// Movin'
		m_World->BroadcastEntityVelocity(*this, a_Exclude);
		m_bHasSentNoSpeed = false;
	}
	else if (!m_bHasSentNoSpeed)
	{
		// Speed is zero, send this to clients once only as well as an absolute position
		m_World->BroadcastEntityVelocity(*this, a_Exclude);
		m_World->BroadcastEntityPosition(*this, a_Exclude);
		m_LastSentPosition = GetPosition();
		m_bDirtyOrientation = false;
		m_bHasSentNoSpeed = true;
	}

	Vector3i Diff = (GetPosition() * 32.0).Floor() - (m_LastSentPosition * 32.0).Floor();
	if (Diff.HasNonZeroLength())  // Have we moved?
	{
		m_World->BroadcastEntityPosition(*this, a_Exclude);

		// Clients seem to store two positions, one for the velocity packet and one for the teleport / relmove packet
		// The latter is only changed with a relmove / teleport, and m_LastSentPosition stores this position
		m_LastSentPosition = GetPosition();
		m_bDirtyOrientation = false;
	}

	if (m_bDirtyHead)
	{
		m_World->BroadcastEntityHeadLook(*this, a_Exclude);
		m_bDirtyHead = false;
	}

	if (m_bDirtyOrientation)
	{
		// Send individual update in case above (sending with rel-move packet) wasn't done
		GetWorld()->BroadcastEntityLook(*this, a_Exclude);
		m_bDirtyOrientation = false;
	}
}





cEntity * cEntity::GetAttached()
{
	return m_AttachedTo;
}





void cEntity::AttachTo(cEntity & a_AttachTo)
{
	if (m_AttachedTo == &a_AttachTo)
	{
		// Already attached to that entity, nothing to do here:
		return;
	}

	if (m_AttachedTo != nullptr)
	{
		// Detach from any previous entity:
		Detach();
	}

	// Update state information:
	m_AttachedTo = &a_AttachTo;
	a_AttachTo.m_Attachee = this;

	m_World->BroadcastAttachEntity(*this, a_AttachTo);
}





void cEntity::Detach(void)
{
	if (m_AttachedTo == nullptr)
	{
		// Already not attached to any entity, our work is done:
		return;
	}

	m_World->BroadcastDetachEntity(*this, *m_AttachedTo);

	m_AttachedTo->m_Attachee = nullptr;
	m_AttachedTo = nullptr;

	OnDetach();
}





bool cEntity::IsA(const char * a_ClassName) const
{
	return ((a_ClassName != nullptr) && (strcmp(a_ClassName, "cEntity") == 0));
}





bool cEntity::IsAttachedTo(const cEntity * a_Entity) const
{
	return (
		(m_AttachedTo != nullptr) &&
		(a_Entity->GetUniqueID() == m_AttachedTo->GetUniqueID())
	);
}





bool cEntity::IsOrientationDirty() const
{
	return m_bDirtyOrientation;
}





void cEntity::SetHeadYaw(double a_HeadYaw)
{
	m_HeadYaw = a_HeadYaw;
	m_bDirtyHead = true;
	WrapHeadYaw();
}





void cEntity::SetMass(double a_Mass)
{
	// Make sure that mass is not zero. 1g is the default because we
	// have to choose a number. It's perfectly legal to have a mass
	// less than 1g as long as is NOT equal or less than zero.
	m_Mass = std::max(a_Mass, 0.001);
}





void cEntity::SetYaw(double a_Yaw)
{
	m_Rot.x = a_Yaw;
	m_bDirtyOrientation = true;
	WrapRotation();
}





void cEntity::SetPitch(double a_Pitch)
{
	m_Rot.y = a_Pitch;
	m_bDirtyOrientation = true;
	WrapRotation();
}





void cEntity::SetRoll(double a_Roll)
{
	m_Rot.z = a_Roll;
	m_bDirtyOrientation = true;
}





void cEntity::SetSpeed(double a_SpeedX, double a_SpeedY, double a_SpeedZ)
{
	m_Speed.Set(a_SpeedX, a_SpeedY, a_SpeedZ);
	WrapSpeed();
}





void cEntity::SetSpeedX(double a_SpeedX)
{
	SetSpeed(a_SpeedX, m_Speed.y, m_Speed.z);
}





void cEntity::SetSpeedY(double a_SpeedY)
{
	SetSpeed(m_Speed.x, a_SpeedY, m_Speed.z);
}





void cEntity::SetSpeedZ(double a_SpeedZ)
{
	SetSpeed(m_Speed.x, m_Speed.y, a_SpeedZ);
}





void cEntity::AddSpeed(double a_AddSpeedX, double a_AddSpeedY, double a_AddSpeedZ)
{
	SetSpeed(m_Speed.x + a_AddSpeedX, m_Speed.y + a_AddSpeedY, m_Speed.z + a_AddSpeedZ);
}





void cEntity::AddSpeedX(double a_AddSpeedX)
{
	AddSpeed(a_AddSpeedX, 0, 0);
}





void cEntity::AddSpeedY(double a_AddSpeedY)
{
	AddSpeed(0, a_AddSpeedY, 0);
}





void cEntity::AddSpeedZ(double a_AddSpeedZ)
{
	AddSpeed(0, 0, a_AddSpeedZ);
}





void cEntity::HandleSpeedFromAttachee(float a_Forward, float a_Sideways)
{
	Vector3d LookVector = m_Attachee->GetLookVector();
	double AddSpeedX = LookVector.x * a_Forward + LookVector.z * a_Sideways;
	double AddSpeedZ = LookVector.z * a_Forward - LookVector.x * a_Sideways;
	SetSpeed(AddSpeedX, 0, AddSpeedZ);
	BroadcastMovementUpdate();
}





void cEntity::SteerVehicle(float a_Forward, float a_Sideways)
{
	if (m_AttachedTo == nullptr)
	{
		return;
	}
	if ((a_Forward != 0.0f) || (a_Sideways != 0.0f))
	{
		m_AttachedTo->HandleSpeedFromAttachee(a_Forward, a_Sideways);
	}
}





bool cEntity::IsTicking(void) const
{
	ASSERT(!(m_IsTicking && (m_ParentChunk == nullptr)));  // We shouldn't be ticking if we have no parent chunk
	return m_IsTicking;
}

////////////////////////////////////////////////////////////////////////////////
// Get look vector (this is NOT a rotation!)
Vector3d cEntity::GetLookVector(void) const
{
	Matrix4d m;
	m.Init(Vector3d(), 0, m_Rot.x, -m_Rot.y);
	Vector3d Look = m.Transform(Vector3d(0, 0, 1));
	return Look;
}





////////////////////////////////////////////////////////////////////////////////
// Set position
void cEntity::SetPosition(const Vector3d & a_Position)
{
	// Clamp the positions to exactly representable single-precision floating point values
	// This is necessary to avoid rounding errors in the noise generator and overflows in the chunk loader
	const double MaxFloat = std::pow(2, std::numeric_limits<float>().digits);

	const double ClampedPosX = Clamp(a_Position.x, -MaxFloat, MaxFloat);
	const double ClampedPosY = Clamp(a_Position.y, -MaxFloat, MaxFloat);
	const double ClampedPosZ = Clamp(a_Position.z, -MaxFloat, MaxFloat);

	m_LastPosition = m_Position;
	m_Position = {ClampedPosX, ClampedPosY, ClampedPosZ};
}





void cEntity::AddLeashedMob(cMonster * a_Monster)
{
	// Not there already
	ASSERT(std::find(m_LeashedMobs.begin(), m_LeashedMobs.end(), a_Monster) == m_LeashedMobs.end());

	m_LeashedMobs.push_back(a_Monster);
}





void cEntity::RemoveLeashedMob(cMonster * a_Monster)
{
	ASSERT(a_Monster->GetLeashedTo() == this);

	// Must exists
	ASSERT(std::find(m_LeashedMobs.begin(), m_LeashedMobs.end(), a_Monster) != m_LeashedMobs.end());

	m_LeashedMobs.remove(a_Monster);
}





void cEntity::BroadcastLeashedMobs()
{
	// If has any mob leashed broadcast every leashed entity to this
	if (HasAnyMobLeashed())
	{
		for (auto LeashedMob : m_LeashedMobs)
		{
			m_World->BroadcastLeashEntity(*LeashedMob, *this);
		}
	}
}





void cEntity::OnDetach()
{
}





void cEntity::BroadcastDeathMessage(TakeDamageInfo & a_TDI)
{
	cPluginManager * PluginManager = cRoot::Get()->GetPluginManager();

	AString Name;
	if (IsPlayer())
	{
		cPlayer * Player = static_cast<cPlayer *>(this);
		Name = Player->GetName();
	}
	else if (IsMob())
	{
		cMonster * Monster = static_cast<cMonster *>(this);
		if (Monster->HasCustomName())
		{
			Name = Monster->GetCustomName();
		}
		else
		{
			Name = AString(NamespaceSerializer::Prettify(Monster->GetMobType(), Monster->IsTame()));
		}
	}
	else
	{
		// If the entity is neither a player nor a mob, we should quit.
		return;
	}

	if (a_TDI.Attacker == nullptr)
	{
		const AString DamageText = [&]
			{
				switch (a_TDI.DamageType)
				{
					case dtRangedAttack:    return "was shot";
					case dtLightning:       return "was plasmified by lightining";
					case dtFalling:         return GetRandomProvider().RandBool() ? "fell to death" : "hit the ground too hard";
					case dtDrowning:        return "drowned";
					case dtSuffocating:     return GetRandomProvider().RandBool() ? "git merge'd into a block" : "fused with a block";
					case dtStarving:        return "forgot the importance of food";
					case dtCactusContact:   return "was impaled on a cactus";
					case dtMagmaContact:    return "discovered the floor was lava";
					case dtLavaContact:     return "was melted by lava";
					case dtPoisoning:       return "died from septicaemia";
					case dtWithering:       return "is a husk of their former selves";
					case dtOnFire:          return "forgot to stop, drop, and roll";
					case dtFireContact:     return "burnt themselves to death";
					case dtInVoid:          return "somehow fell out of the world";
					case dtPotionOfHarming: return "was magicked to death";
					case dtEnderPearl:      return "misused an ender pearl";
					case dtAdmin:           return "was administrator'd";
					case dtExplosion:       return "blew up";
					case dtAttack:          return "was attacked by thin air";
					case dtEnvironment:     return "played too much dress up";  // This is not vanilla - added a own pun
				}
				UNREACHABLE("Unsupported damage type");
			}();
		AString DeathMessage = Printf("%s %s", Name.c_str(), DamageText.c_str());
		PluginManager->CallHookKilled(*this, a_TDI, DeathMessage);
		if (DeathMessage != AString(""))
		{
			GetWorld()->BroadcastChatDeath(DeathMessage);
		}
	}
	else if (a_TDI.Attacker->IsPlayer())
	{
		cPlayer * Killer = static_cast<cPlayer *>(a_TDI.Attacker);
		AString DeathMessage = Printf("%s was killed by %s", Name.c_str(), Killer->GetName().c_str());
		PluginManager->CallHookKilled(*this, a_TDI, DeathMessage);
		if (DeathMessage != AString(""))
		{
			GetWorld()->BroadcastChatDeath(DeathMessage);
		}
	}  // This will trigger if a player / tamed pet has been killed by another mob / tamed pet.
	else if (a_TDI.Attacker->IsMob())
	{
		cMonster * Monster = static_cast<cMonster *>(a_TDI.Attacker);

		AString DeathMessage;
		if (Monster->HasCustomName())
		{
			DeathMessage = Printf("%s was killed by %s", Name.c_str(), Monster->GetCustomName().c_str());
		}
		else
		{
			AString KillerName = AString(NamespaceSerializer::Prettify(Monster->GetMobType(), Monster->IsTame()));
			DeathMessage = Printf("%s was killed by a %s", Name.c_str(), KillerName.c_str());
		}

		PluginManager->CallHookKilled(*this, a_TDI, DeathMessage);
		if (DeathMessage != AString(""))
		{
			GetWorld()->BroadcastChatDeath(DeathMessage);
		}
	}
}