summaryrefslogtreecommitdiffstats
path: root/src/Mobs/Skeleton.cpp
blob: 89f87067c7081b6c139d0fd909f20ac2b542733c (plain) (blame)
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
106
107
108
109
110
111
112
113
114
115
116
117
118

#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));
}