diff options
Diffstat (limited to 'src/Mobs/Skeleton.cpp')
-rw-r--r-- | src/Mobs/Skeleton.cpp | 36 |
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); |