88 lines
1.8 KiB
C++
88 lines
1.8 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Skeleton.h"
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#include "../World.h"
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#include "../Entities/ArrowEntity.h"
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#include "ClientHandle.h"
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cSkeleton::cSkeleton(bool IsWither) :
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super("Skeleton", mtSkeleton, "mob.skeleton.hurt", "mob.skeleton.death", 0.6, 1.8),
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m_bIsWither(IsWither)
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{
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SetBurnsInDaylight(true);
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}
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void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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{
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int LootingLevel = 0;
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if (a_Killer != nullptr)
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{
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LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
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}
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if (IsWither())
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{
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AddRandomUncommonDropItem(a_Drops, 33.0f, E_ITEM_COAL);
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cItems RareDrops;
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RareDrops.Add(cItem(E_ITEM_HEAD, 1, 1));
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AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
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}
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else
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{
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW);
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}
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE);
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AddRandomArmorDropItem(a_Drops, LootingLevel);
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AddRandomWeaponDropItem(a_Drops, LootingLevel);
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}
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void cSkeleton::Attack(std::chrono::milliseconds a_Dt)
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{
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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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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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return;
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}
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if (!Arrow->Initialize(*m_World))
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{
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delete Arrow;
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Arrow = nullptr;
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return;
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}
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m_World->BroadcastSpawnEntity(*Arrow);
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m_AttackInterval = 0.0;
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}
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}
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void cSkeleton::SpawnOn(cClientHandle & a_ClientHandle)
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{
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super::SpawnOn(a_ClientHandle);
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a_ClientHandle.SendEntityEquipment(*this, 0, cItem(E_ITEM_BOW));
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}
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