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-rw-r--r--src/Mobs/Skeleton.cpp36
1 files changed, 7 insertions, 29 deletions
diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp
index e48991a06..fe7c6182e 100644
--- a/src/Mobs/Skeleton.cpp
+++ b/src/Mobs/Skeleton.cpp
@@ -10,10 +10,15 @@
cSkeleton::cSkeleton(bool IsWither) :
- super("Skeleton", mtSkeleton, "entity.skeleton.hurt", "entity.skeleton.death", 0.6, 1.8),
+ super(mtSkeleton, "entity.skeleton.hurt", "entity.skeleton.death", 0.6, 1.8),
m_bIsWither(IsWither)
{
- SetBurnsInDaylight(true);
+ m_EMPersonality = AGGRESSIVE;
+ m_BehaviorAttackerRanged.AttachToMonster(*this);
+ m_BehaviorWanderer.AttachToMonster(*this);
+ m_BehaviorAggressive.AttachToMonster(*this);
+ m_BehaviourDayLightBurner.AttachToMonster(*this);
+ GetMonsterConfig("Skeleton");
}
@@ -48,33 +53,6 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
-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);