#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) { } 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); } 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 ((GetTarget() != nullptr) && (m_AttackCoolDownTicksLeft == 0)) { Vector3d Inaccuracy = Vector3d(Random.RandReal(-0.25, 0.25), Random.RandReal(-0.25, 0.25), Random.RandReal(-0.25, 0.25)); Vector3d Speed = (GetTarget()->GetPosition() + Inaccuracy - GetPosition()) * 5; Speed.y += Random.RandInt(-1, 1); auto Arrow = std::make_unique(this, GetPosition().addedY(1), Speed); auto ArrowPtr = Arrow.get(); if (!ArrowPtr->Initialize(std::move(Arrow), *m_World)) { return false; } ResetAttackCooldown(); return true; } return false; } void cSkeleton::SpawnOn(cClientHandle & a_ClientHandle) { Super::SpawnOn(a_ClientHandle); a_ClientHandle.SendEntityEquipment(*this, 0, cItem(E_ITEM_BOW)); }