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path: root/src/Mobs/Skeleton.cpp
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#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(bool IsWither) :
    super("Skeleton", mtSkeleton, "entity.skeleton.hurt", "entity.skeleton.death", 0.6, 1.8),
    m_bIsWither(IsWither)
{

}





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);
    }
    if (IsWither())
    {
        AddRandomUncommonDropItem(a_Drops, 33.0f, E_ITEM_COAL);
        cItems RareDrops;
        RareDrops.Add(cItem(E_ITEM_HEAD, 1, 1));
        AddRandomRareDropItem(a_Drops, RareDrops, LootingLevel);
    }
    else
    {
        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);
}




//mobTodo
/*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<double>(-0.25, 0.25), Random.RandReal<double>(-0.25, 0.25), Random.RandReal<double>(-0.25, 0.25));
        Vector3d Speed = (GetTarget()->GetPosition() + Inaccuracy - GetPosition()) * 5;
        Speed.y += Random.RandInt(-1, 1);

        auto Arrow = cpp14::make_unique<cArrowEntity>(this, GetPosX(), GetPosY() + 1, GetPosZ(), 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));
}