#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) { 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::MoveToPosition(const Vector3d & a_Position) { // If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement if ( !IsOnFire() && (m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8) ) { m_bMovingToDestination = false; return; } super::MoveToPosition(a_Position); } void cSkeleton::Attack(float a_Dt) { m_AttackInterval += a_Dt * 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; 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)); }