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#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));
}
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