1
0

Merge pull request #2154 from SafwatHalaby/skeleton

AI - Sane Skeleton
This commit is contained in:
worktycho 2015-05-28 20:51:26 +01:00
commit b135ab8b95
5 changed files with 32 additions and 19 deletions

View File

@ -115,7 +115,7 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
Damage += ExtraDamage; Damage += ExtraDamage;
} }
int KnockbackAmount = 1; // int KnockbackAmount = 1;
int PunchLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPunch); int PunchLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPunch);
if (PunchLevel > 0) if (PunchLevel > 0)
{ {
@ -130,7 +130,8 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
a_EntityHit.SetSpeed(FinalSpeed); a_EntityHit.SetSpeed(FinalSpeed);
} }
a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, KnockbackAmount); // a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, KnockbackAmount); // TODO fix knockback.
a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 0); // Until knockback is fixed.
if (IsOnFire() && !a_EntityHit.IsSubmerged() && !a_EntityHit.IsSwimming()) if (IsOnFire() && !a_EntityHit.IsSubmerged() && !a_EntityHit.IsSwimming())
{ {

View File

@ -80,9 +80,10 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
Vector3d AttackDirection(m_Target->GetPosition() + Vector3d(0, m_Target->GetHeight(), 0) - MyHeadPosition); Vector3d AttackDirection(m_Target->GetPosition() + Vector3d(0, m_Target->GetHeight(), 0) - MyHeadPosition);
if (ReachedFinalDestination() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length()))) if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())))
{ {
// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls) // Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
StopMovingToPosition();
Attack(a_Dt); Attack(a_Dt);
} }
} }

View File

@ -517,8 +517,15 @@ void cMonster::SetPitchAndYawFromDestination()
} }
Vector3d BodyDistance;
Vector3d BodyDistance = m_NextWayPointPosition - GetPosition(); if (!m_IsFollowingPath && (m_Target != nullptr))
{
BodyDistance = m_Target->GetPosition() - GetPosition();
}
else
{
BodyDistance = m_NextWayPointPosition - GetPosition();
}
double BodyRotation, BodyPitch; double BodyRotation, BodyPitch;
BodyDistance.Normalize(); BodyDistance.Normalize();
VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch); VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch);

View File

@ -193,13 +193,16 @@ protected:
If no suitable position is found, returns cChunkDef::Height. */ If no suitable position is found, returns cChunkDef::Height. */
int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ); int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
/** Returns if the ultimate, final destination has been reached */ /** Returns if the ultimate, final destination has been reached. */
bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); } bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).Length() < GetWidth()/2); }
/** Returns whether or not the target is close enough for attack. */
bool TargetIsInRange(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); }
/** Returns if the intermediate waypoint of m_NextWayPointPosition has been reached */ /** Returns if the intermediate waypoint of m_NextWayPointPosition has been reached */
bool ReachedNextWaypoint(void) { return ((m_NextWayPointPosition - GetPosition()).SqrLength() < 0.25); } bool ReachedNextWaypoint(void) { return ((m_NextWayPointPosition - GetPosition()).SqrLength() < 0.25); }
/** Returns if a monster can reach a given height by jumping */ /** Returns if a monster can reach a given height by jumping. */
inline bool DoesPosYRequireJump(int a_PosY) inline bool DoesPosYRequireJump(int a_PosY)
{ {
return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1)); return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1));

View File

@ -50,12 +50,13 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
void cSkeleton::Attack(std::chrono::milliseconds a_Dt) void cSkeleton::Attack(std::chrono::milliseconds a_Dt)
{ {
cFastRandom Random;
m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate; m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
if ((m_Target != nullptr) && (m_AttackInterval > 3.0)) if ((m_Target != nullptr) && (m_AttackInterval > 3.0))
{ {
// Setting this higher gives us more wiggle room for attackrate Vector3d Inaccuracy = Vector3d(Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25);
Vector3d Speed = GetLookVector() * 20; Vector3d Speed = (m_Target->GetPosition() + Inaccuracy - GetPosition()) * 5;
Speed.y = Speed.y + 1; Speed.y = Speed.y - 1 + Random.NextInt(3);
cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed); cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
if (Arrow == nullptr) if (Arrow == nullptr)
{ {