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-rw-r--r--src/Entities/ArrowEntity.cpp21
-rw-r--r--src/Mobs/AggressiveMonster.cpp3
-rw-r--r--src/Mobs/Monster.cpp11
-rw-r--r--src/Mobs/Monster.h9
-rw-r--r--src/Mobs/Skeleton.cpp7
5 files changed, 32 insertions, 19 deletions
diff --git a/src/Entities/ArrowEntity.cpp b/src/Entities/ArrowEntity.cpp
index 32952100c..9b8f77cbc 100644
--- a/src/Entities/ArrowEntity.cpp
+++ b/src/Entities/ArrowEntity.cpp
@@ -84,7 +84,7 @@ void cArrowEntity::OnHitSolidBlock(const Vector3d & a_HitPos, eBlockFace a_HitFa
int X = BlockHit.x, Y = BlockHit.y, Z = BlockHit.z;
m_HitBlockPos = Vector3i(X, Y, Z);
-
+
// Broadcast arrow hit sound
m_World->BroadcastSoundEffect("random.bowhit", (double)X, (double)Y, (double)Z, 0.5f, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
@@ -115,7 +115,7 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
Damage += ExtraDamage;
}
- int KnockbackAmount = 1;
+ // int KnockbackAmount = 1;
int PunchLevel = m_CreatorData.m_Enchantments.GetLevel(cEnchantments::enchPunch);
if (PunchLevel > 0)
{
@@ -130,8 +130,9 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
a_EntityHit.SetSpeed(FinalSpeed);
}
- a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, KnockbackAmount);
-
+ // a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, KnockbackAmount); // TODO fix knockback.
+ a_EntityHit.TakeDamage(dtRangedAttack, this, Damage, 0); // Until knockback is fixed.
+
if (IsOnFire() && !a_EntityHit.IsSubmerged() && !a_EntityHit.IsSwimming())
{
a_EntityHit.StartBurning(100);
@@ -139,7 +140,7 @@ void cArrowEntity::OnHitEntity(cEntity & a_EntityHit, const Vector3d & a_HitPos)
// Broadcast successful hit sound
GetWorld()->BroadcastSoundEffect("random.successful_hit", GetPosX(), GetPosY(), GetPosZ(), 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
-
+
Destroy();
}
@@ -176,7 +177,7 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
{
super::Tick(a_Dt, a_Chunk);
m_Timer += a_Dt;
-
+
if (m_bIsCollected)
{
if (m_Timer > std::chrono::milliseconds(500))
@@ -190,7 +191,7 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
Destroy();
return;
}
-
+
if (m_IsInGround)
{
if (!m_HasTeleported) // Sent a teleport already, don't do again
@@ -205,17 +206,17 @@ void cArrowEntity::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
m_HitGroundTimer += a_Dt;
}
}
-
+
int RelPosX = m_HitBlockPos.x - a_Chunk.GetPosX() * cChunkDef::Width;
int RelPosZ = m_HitBlockPos.z - a_Chunk.GetPosZ() * cChunkDef::Width;
cChunk * Chunk = a_Chunk.GetRelNeighborChunkAdjustCoords(RelPosX, RelPosZ);
-
+
if (Chunk == nullptr)
{
// Inside an unloaded chunk, abort
return;
}
-
+
if (Chunk->GetBlock(RelPosX, m_HitBlockPos.y, RelPosZ) == E_BLOCK_AIR) // Block attached to was destroyed?
{
m_IsInGround = false; // Yes, begin simulating physics again
diff --git a/src/Mobs/AggressiveMonster.cpp b/src/Mobs/AggressiveMonster.cpp
index 648599999..93f7cdb72 100644
--- a/src/Mobs/AggressiveMonster.cpp
+++ b/src/Mobs/AggressiveMonster.cpp
@@ -80,9 +80,10 @@ void cAggressiveMonster::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
Vector3d AttackDirection(m_Target->GetPosition() + Vector3d(0, m_Target->GetHeight(), 0) - MyHeadPosition);
- if (ReachedFinalDestination() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())))
+ if (TargetIsInRange() && !LineOfSight.Trace(MyHeadPosition, AttackDirection, static_cast<int>(AttackDirection.Length())))
{
// Attack if reached destination, target isn't null, and have a clear line of sight to target (so won't attack through walls)
+ StopMovingToPosition();
Attack(a_Dt);
}
}
diff --git a/src/Mobs/Monster.cpp b/src/Mobs/Monster.cpp
index 3fbee9a65..c67850248 100644
--- a/src/Mobs/Monster.cpp
+++ b/src/Mobs/Monster.cpp
@@ -517,8 +517,15 @@ void cMonster::SetPitchAndYawFromDestination()
}
-
- Vector3d BodyDistance = m_NextWayPointPosition - GetPosition();
+ Vector3d BodyDistance;
+ if (!m_IsFollowingPath && (m_Target != nullptr))
+ {
+ BodyDistance = m_Target->GetPosition() - GetPosition();
+ }
+ else
+ {
+ BodyDistance = m_NextWayPointPosition - GetPosition();
+ }
double BodyRotation, BodyPitch;
BodyDistance.Normalize();
VectorToEuler(BodyDistance.x, BodyDistance.y, BodyDistance.z, BodyRotation, BodyPitch);
diff --git a/src/Mobs/Monster.h b/src/Mobs/Monster.h
index c4043b0e5..fa23df3db 100644
--- a/src/Mobs/Monster.h
+++ b/src/Mobs/Monster.h
@@ -193,13 +193,16 @@ protected:
If no suitable position is found, returns cChunkDef::Height. */
int FindFirstNonAirBlockPosition(double a_PosX, double a_PosZ);
- /** Returns if the ultimate, final destination has been reached */
- bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); }
+ /** Returns if the ultimate, final destination has been reached. */
+ bool ReachedFinalDestination(void) { return ((m_FinalDestination - GetPosition()).Length() < GetWidth()/2); }
+
+ /** Returns whether or not the target is close enough for attack. */
+ bool TargetIsInRange(void) { return ((m_FinalDestination - GetPosition()).SqrLength() < (m_AttackRange * m_AttackRange)); }
/** Returns if the intermediate waypoint of m_NextWayPointPosition has been reached */
bool ReachedNextWaypoint(void) { return ((m_NextWayPointPosition - GetPosition()).SqrLength() < 0.25); }
- /** Returns if a monster can reach a given height by jumping */
+ /** Returns if a monster can reach a given height by jumping. */
inline bool DoesPosYRequireJump(int a_PosY)
{
return ((a_PosY > POSY_TOINT) && (a_PosY == POSY_TOINT + 1));
diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp
index f99404669..d1a481960 100644
--- a/src/Mobs/Skeleton.cpp
+++ b/src/Mobs/Skeleton.cpp
@@ -50,12 +50,13 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
void cSkeleton::Attack(std::chrono::milliseconds a_Dt)
{
+ cFastRandom Random;
m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;
if ((m_Target != nullptr) && (m_AttackInterval > 3.0))
{
- // Setting this higher gives us more wiggle room for attackrate
- Vector3d Speed = GetLookVector() * 20;
- Speed.y = Speed.y + 1;
+ Vector3d Inaccuracy = Vector3d(Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25, Random.NextFloat(0.5) - 0.25);
+ Vector3d Speed = (m_Target->GetPosition() + Inaccuracy - GetPosition()) * 5;
+ Speed.y = Speed.y - 1 + Random.NextInt(3);
cArrowEntity * Arrow = new cArrowEntity(this, GetPosX(), GetPosY() + 1, GetPosZ(), Speed);
if (Arrow == nullptr)
{