From 1b0e21e0b270b3938b81df119d5a741a3e1e1257 Mon Sep 17 00:00:00 2001 From: wiseoldman95 Date: Wed, 29 Apr 2015 19:24:14 +0300 Subject: A* Pathfinding and better monster AI --- src/Mobs/Skeleton.cpp | 15 ++++++++------- 1 file changed, 8 insertions(+), 7 deletions(-) (limited to 'src/Mobs/Skeleton.cpp') diff --git a/src/Mobs/Skeleton.cpp b/src/Mobs/Skeleton.cpp index 331c8e8ad..ef049f8d4 100644 --- a/src/Mobs/Skeleton.cpp +++ b/src/Mobs/Skeleton.cpp @@ -37,7 +37,7 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer) else { AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW); - + } AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE); AddRandomArmorDropItem(a_Drops, LootingLevel); @@ -50,17 +50,18 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer) void cSkeleton::MoveToPosition(const Vector3d & a_Position) { - // If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement + // Todo use WouldBurnAt(), not sure how to obtain a chunk though... + super::MoveToPosition(a_Position); // Look at the player and update m_Destination to hit them if they're close + + // If the destination is sufficiently skylight challenged AND the skeleton isn't on fire AND we weren't attacked recently then block the movement if ( !IsOnFire() && - (m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8) + (m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8) && + m_TicksSinceLastDamaged == 100 ) { - m_bMovingToDestination = false; - return; + StopMovingToPosition(); } - - super::MoveToPosition(a_Position); } -- cgit v1.2.3