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b135ab8b95
@ -84,7 +84,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFa
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int X = BlockHit.x, Y = BlockHit.y, Z = BlockHit.z;
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m_HitBlockPos = Vector3i(X, Y, Z);
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// Broadcast arrow hit sound
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m_World->BroadcastSoundEffect("random.bowhit", (double)X, (double)Y, (double)Z, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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@ -115,7 +115,7 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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Damage += ExtraDamage;
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}
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int KnockbackAmount = 1;
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// int KnockbackAmount = 1;
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int PunchLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPunch);
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if (PunchLevel > 0)
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{
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@ -130,8 +130,9 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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a_EntityHit.SetSpeed(FinalSpeed);
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}
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a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, KnockbackAmount);
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// a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, KnockbackAmount); // TODO fix knockback.
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a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 0); // Until knockback is fixed.
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if (IsOnFire() && !a_EntityHit.IsSubmerged() && !a_EntityHit.IsSwimming())
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{
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a_EntityHit.StartBurning(100);
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@ -139,7 +140,7 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
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// Broadcast successful hit sound
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GetWorld()->BroadcastSoundEffect("random.successful_hit", GetPosX(), GetPosY(), GetPosZ(), 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
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Destroy();
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}
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@ -176,7 +177,7 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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m_Timer += a_Dt;
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if (m_bIsCollected)
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{
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if (m_Timer > std::chrono::milliseconds(500))
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@ -190,7 +191,7 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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Destroy();
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return;
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}
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if (m_IsInGround)
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{
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if (!m_HasTeleported) // Sent a teleport already, don't do again
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@ -205,17 +206,17 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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m_HitGroundTimer += a_Dt;
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}
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}
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int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width;
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int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width;
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cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ);
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if (Chunk == nullptr)
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{
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// Inside an unloaded chunk, abort
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return;
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}
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if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed?
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{
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m_IsInGround = false; // Yes, begin simulating physics again
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@ -80,9 +80,10 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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Vector3d AttackDirection(m_Target->GetPosition() + Vector3d(0, m_Target->GetHeight(), 0) - MyHeadPosition);
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if (ReachedFinalDestination() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())))
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if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())))
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{
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// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
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StopMovingToPosition();
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Attack(a_Dt);
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}
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}
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@ -517,8 +517,15 @@ void cMonster::SetPitchAndYawFromDestination()
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}
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Vector3d BodyDistance = m_NextWayPointPosition - GetPosition();
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Vector3d BodyDistance;
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if (!m_IsFollowingPath && (m_Target != nullptr))
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{
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BodyDistance = m_Target->GetPosition() - GetPosition();
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}
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else
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{
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BodyDistance = m_NextWayPointPosition - GetPosition();
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}
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double BodyRotation, BodyPitch;
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BodyDistance.Normalize();
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VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch);
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@ -193,13 +193,16 @@ protected:
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If no suitable position is found, returns cChunkDef::Height. */
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int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
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/** Returns if the ultimate, final destination has been reached */
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bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); }
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/** Returns if the ultimate, final destination has been reached. */
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bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).Length() < GetWidth()/2); }
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/** Returns whether or not the target is close enough for attack. */
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bool TargetIsInRange(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); }
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/** Returns if the intermediate waypoint of m_NextWayPointPosition has been reached */
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bool ReachedNextWaypoint(void) { return ((m_NextWayPointPosition - GetPosition()).SqrLength() < 0.25); }
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/** Returns if a monster can reach a given height by jumping */
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/** Returns if a monster can reach a given height by jumping. */
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inline bool DoesPosYRequireJump(int a_PosY)
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{
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return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1));
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@ -50,12 +50,13 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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void cSkeleton::Attack(std::chrono::milliseconds a_Dt)
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{
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cFastRandom Random;
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m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
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if ((m_Target != nullptr) && (m_AttackInterval > 3.0))
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{
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// Setting this higher gives us more wiggle room for attackrate
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Vector3d Speed = GetLookVector() * 20;
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Speed.y = Speed.y + 1;
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Vector3d Inaccuracy = Vector3d(Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25);
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Vector3d Speed = (m_Target->GetPosition() + Inaccuracy - GetPosition()) * 5;
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Speed.y = Speed.y - 1 + Random.NextInt(3);
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cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
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if (Arrow == nullptr)
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{
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