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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"
void ArrowShootingFunction(cBehaviorAttackerRanged & a_Behavior,
cMonster & a_Attacker, cPawn & a_Attacked)
{
UNUSED(a_Behavior);
auto & Random = GetRandomProvider();
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 = (a_Attacked.GetPosition() + Inaccuracy - a_Attacker.GetPosition()) * 5;
Speed.y += Random.RandInt(-1, 1);
auto Arrow = cpp14::make_unique<cArrowEntity>(&a_Attacker,
a_Attacker.GetPosX(), a_Attacker.GetPosY() + 1, a_Attacker.GetPosZ(), Speed);
auto ArrowPtr = Arrow.get();
ArrowPtr->Initialize(std::move(Arrow), *(a_Attacker.GetWorld()));
}
cSkeleton::cSkeleton(bool IsWither) :
super(mtSkeleton, "entity.skeleton.hurt", "entity.skeleton.death", 0.6, 1.8),
m_bIsWither(IsWither),
m_BehaviorAttackerRanged(ArrowShootingFunction)
{
m_EMPersonality = AGGRESSIVE;
m_BehaviorAttackerRanged.AttachToMonster(*this);
m_BehaviorWanderer.AttachToMonster(*this);
m_BehaviorAggressive.AttachToMonster(*this);
m_BehaviourDayLightBurner.AttachToMonster(*this);
GetMonsterConfig("Skeleton");
}
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::SpawnOn(cClientHandle & a_ClientHandle)
{
super::SpawnOn(a_ClientHandle);
a_ClientHandle.SendEntityEquipment(*this, 0, cItem(E_ITEM_BOW));
}
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