#include "Entity.h" Entity::Entity( const EntityType *zType, Framework::Vec3 location, int dimensionId, int entityId ) : Inventory( location ), speed( 0, 0, 0 ), faceDir( 1, 0 ), zEntityType( zType ), currentDimensionId( dimensionId ), removed( 0 ), id( entityId ) {} void Entity::onDeath() {} void Entity::tick( const Dimension *zDimension, Game *zGame ) { // TODO } void Entity::api( Framework::StreamReader *zRequest, NetworkResponse *zResponse ) { // TODO: answer api requests } void Entity::setPosition( Framework::Vec3 pos ) { location = pos; } float Entity::getMaxHP() const { return maxHP; } float Entity::getCurrentHP() const { return currentHP; } float Entity::getStamina() const { return stamina; } float Entity::getMaxStamina() const { return maxStamina; } float Entity::getHunger() const { return hunger; } float Entity::getMaxHunger() const { return maxHunger; } float Entity::getThirst() const { return thirst; } float Entity::getMaxThirst() const { return maxThirst; } Framework::Vec3 Entity::getSpeed() const { return speed; } Framework::Vec2 Entity::getFaceDir() const { return faceDir; } Framework::Vec3 Entity::getPosition() const { return location; } int Entity::getCurrentDimensionId() const { return currentDimensionId; } bool Entity::isRemoved() const { return removed; } const EntityType *Entity::zType() const { return zEntityType; } int Entity::getId() const { return id; }