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Bettered zombie and skeleton AI

* Fixed potential issues with skylight detection
This commit is contained in:
Tiger Wang 2014-06-22 20:44:55 +01:00
parent 4238b0ebe8
commit dad0037f98
2 changed files with 4 additions and 6 deletions

View File

@ -49,11 +49,10 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
void cSkeleton::MoveToPosition(const Vector3f & a_Position)
{
// If the destination is in the sun and if it is not night AND the skeleton isn't on fire then block the movement.
// If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement
if (
!IsOnFire() &&
(m_World->GetTimeOfDay() < 13187) &&
(m_World->GetBlockSkyLight((int) a_Position.x, (int) a_Position.y, (int) a_Position.z) == 15)
(m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8)
)
{
m_bMovingToDestination = false;

View File

@ -44,11 +44,10 @@ void cZombie::GetDrops(cItems & a_Drops, cEntity * a_Killer)
void cZombie::MoveToPosition(const Vector3f & a_Position)
{
// If the destination is in the sun and if it is not night AND the zombie isn't on fire then block the movement.
// If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement
if (
!IsOnFire() &&
(m_World->GetTimeOfDay() < 13187) &&
(m_World->GetBlockSkyLight((int)a_Position.x, (int)a_Position.y, (int)a_Position.z) == 15)
(m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8)
)
{
m_bMovingToDestination = false;