1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
|
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Skeleton.h"
#include "../World.h"
#include "../Entities/ArrowEntity.h"
#include "../ClientHandle.h"
cSkeleton::cSkeleton(void) :
Super("Skeleton", mtSkeleton, "entity.skeleton.hurt", "entity.skeleton.death", "entity.skeleton.ambient", 0.6f, 1.99f),
m_ChargingBow(false)
{
}
void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
{
unsigned int LootingLevel = 0;
if (a_Killer != nullptr)
{
LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
}
AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW);
AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE);
AddRandomArmorDropItem(a_Drops, LootingLevel);
AddRandomWeaponDropItem(a_Drops, LootingLevel);
}
void cSkeleton::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
Super::Tick(a_Dt, a_Chunk);
if (!IsTicking())
{
// The base class tick destroyed us
return;
}
if (m_ChargingBow && (m_EMState == IDLE))
{
// releasing bow if no more target is found
m_ChargingBow = false;
m_World->BroadcastEntityMetadata(*this);
}
}
bool cSkeleton::Attack(std::chrono::milliseconds a_Dt)
{
StopMovingToPosition(); // Todo handle this in a better way, the skeleton does some uneeded recalcs due to inStateChasing
auto & Random = GetRandomProvider();
if (!m_ChargingBow)
{
// updating pulling animation
m_ChargingBow = true;
m_World->BroadcastEntityMetadata(*this);
}
if ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0))
{
Vector3d Inaccuracy = Vector3d(Random.RandReal<double>(-0.25, 0.25), Random.RandReal<double>(-0.25, 0.25), Random.RandReal<double>(-0.25, 0.25));
Vector3d Speed = (GetTarget()->GetPosition() + Inaccuracy - GetPosition()) * 5;
Speed.y += Random.RandInt(-1, 1);
auto Arrow = std::make_unique<cArrowEntity>(this, GetPosition().addedY(1), Speed);
auto ArrowPtr = Arrow.get();
if (!ArrowPtr->Initialize(std::move(Arrow), *m_World))
{
return false;
}
// releasing bow after arrow was shot
m_ChargingBow = false;
m_World->BroadcastEntityMetadata(*this);
ResetAttackCooldown();
return true;
}
return false;
}
void cSkeleton::SpawnOn(cClientHandle & a_ClientHandle)
{
Super::SpawnOn(a_ClientHandle);
a_ClientHandle.SendEntityEquipment(*this, 0, cItem(E_ITEM_BOW));
}
|