#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(bool IsWither) : super("Skeleton", mtSkeleton, "mob.skeleton.hurt", "mob.skeleton.death", 0.6, 1.8), m_bIsWither(IsWither) { SetBurnsInDaylight(true); } 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); } if (IsWither()) { AddRandomUncommonDropItem(a_Drops, 33.0f, E_ITEM_COAL); cItems RareDrops; RareDrops.Add(cItem(E_ITEM_HEAD, 1, 1)); AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel); } else { 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::Attack(std::chrono::milliseconds a_Dt) { cFastRandom Random; m_AttackInterval += (static_cast(a_Dt.count()) / 1000) * m_AttackRate; if ((m_Target != nullptr) && (m_AttackInterval > 3.0)) { 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) { return; } if (!Arrow->Initialize(*m_World)) { delete Arrow; Arrow = nullptr; return; } m_World->BroadcastSpawnEntity(*Arrow); m_AttackInterval = 0.0; } } void cSkeleton::SpawnOn(cClientHandle & a_ClientHandle) { super::SpawnOn(a_ClientHandle); a_ClientHandle.SendEntityEquipment(*this, 0, cItem(E_ITEM_BOW)); }