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-rw-r--r--src/Mobs/AggressiveMonster.cpp3
-rw-r--r--src/Mobs/Monster.cpp11
-rw-r--r--src/Mobs/Monster.h9
-rw-r--r--src/Mobs/Skeleton.cpp7
4 files changed, 21 insertions, 9 deletions
diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp
index 648599999..93f7cdb72 100644
--- a/src/Mobs/AggressiveMonster.cpp
+++ b/src/Mobs/AggressiveMonster.cpp
@@ -80,9 +80,10 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
Vector3d AttackDirection(m_Target->GetPosition() + Vector3d(0, m_Target->GetHeight(), 0) - MyHeadPosition);
- if (ReachedFinalDestination() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())))
+ if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())))
{
// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
+ StopMovingToPosition();
Attack(a_Dt);
}
}
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index 3fbee9a65..c67850248 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -517,8 +517,15 @@ void cMonster::SetPitchAndYawFromDestination()
}
-
- Vector3d BodyDistance = m_NextWayPointPosition - GetPosition();
+ Vector3d BodyDistance;
+ if (!m_IsFollowingPath && (m_Target != nullptr))
+ {
+ BodyDistance = m_Target->GetPosition() - GetPosition();
+ }
+ else
+ {
+ BodyDistance = m_NextWayPointPosition - GetPosition();
+ }
double BodyRotation, BodyPitch;
BodyDistance.Normalize();
VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch);
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index c4043b0e5..fa23df3db 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -193,13 +193,16 @@ protected:
If no suitable position is found, returns cChunkDef::Height. */
int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
- /** Returns if the ultimate, final destination has been reached */
- bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); }
+ /** Returns if the ultimate, final destination has been reached. */
+ bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).Length() < GetWidth()/2); }
+
+ /** Returns whether or not the target is close enough for attack. */
+ bool TargetIsInRange(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); }
/** Returns if the intermediate waypoint of m_NextWayPointPosition has been reached */
bool ReachedNextWaypoint(void) { return ((m_NextWayPointPosition - GetPosition()).SqrLength() < 0.25); }
- /** Returns if a monster can reach a given height by jumping */
+ /** Returns if a monster can reach a given height by jumping. */
inline bool DoesPosYRequireJump(int a_PosY)
{
return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1));
diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp
index f99404669..d1a481960 100644
--- a/src/Mobs/Skeleton.cpp
+++ b/src/Mobs/Skeleton.cpp
@@ -50,12 +50,13 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
void cSkeleton::Attack(std::chrono::milliseconds a_Dt)
{
+ cFastRandom Random;
m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
if ((m_Target != nullptr) && (m_AttackInterval > 3.0))
{
- // Setting this higher gives us more wiggle room for attackrate
- Vector3d Speed = GetLookVector() * 20;
- Speed.y = Speed.y + 1;
+ Vector3d Inaccuracy = Vector3d(Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25);
+ Vector3d Speed = (m_Target->GetPosition() + Inaccuracy - GetPosition()) * 5;
+ Speed.y = Speed.y - 1 + Random.NextInt(3);
cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
if (Arrow == nullptr)
{