This is one of the first commits in a plan to remove all `using namespace std;` lines in the entire codebase as it is considered anti-pattern today.
155 lines
4.0 KiB
C++
155 lines
4.0 KiB
C++
#include "stdafx.h"
|
|
#include "net.minecraft.world.h"
|
|
#include "net.minecraft.world.level.h"
|
|
#include "net.minecraft.world.item.h"
|
|
#include "net.minecraft.world.item.enchantment.h"
|
|
#include "net.minecraft.world.entity.ai.goal.h"
|
|
#include "net.minecraft.world.entity.ai.goal.target.h"
|
|
#include "net.minecraft.world.entity.ai.navigation.h"
|
|
#include "net.minecraft.world.entity.projectile.h"
|
|
#include "net.minecraft.world.entity.item.h"
|
|
#include "net.minecraft.world.entity.player.h"
|
|
#include "net.minecraft.stats.h"
|
|
#include "net.minecraft.world.damagesource.h"
|
|
#include "SharedConstants.h"
|
|
#include "Skeleton.h"
|
|
#include "..\Minecraft.Client\Textures.h"
|
|
#include "SoundTypes.h"
|
|
|
|
|
|
|
|
Skeleton::Skeleton(Level *level) : Monster( level )
|
|
{
|
|
// 4J Stu - This function call had to be moved here from the Entity ctor to ensure that
|
|
// the derived version of the function is called
|
|
this->defineSynchedData();
|
|
|
|
// 4J Stu - This function call had to be moved here from the Entity ctor to ensure that the derived version of the function is called
|
|
health = getMaxHealth();
|
|
|
|
this->textureIdx = TN_MOB_SKELETON; // 4J was L"/mob/skeleton.png";
|
|
|
|
runSpeed = 0.25f;
|
|
|
|
goalSelector.addGoal(1, new FloatGoal(this));
|
|
goalSelector.addGoal(2, new RestrictSunGoal(this));
|
|
goalSelector.addGoal(3, new FleeSunGoal(this, runSpeed));
|
|
goalSelector.addGoal(4, new ArrowAttackGoal(this, runSpeed, ArrowAttackGoal::ArrowType, SharedConstants::TICKS_PER_SECOND * 3));
|
|
goalSelector.addGoal(5, new RandomStrollGoal(this, runSpeed));
|
|
goalSelector.addGoal(6, new LookAtPlayerGoal(this, typeid(Player), 8));
|
|
goalSelector.addGoal(6, new RandomLookAroundGoal(this));
|
|
|
|
targetSelector.addGoal(1, new HurtByTargetGoal(this, false));
|
|
targetSelector.addGoal(2, new NearestAttackableTargetGoal(this, typeid(Player), 16, 0, true));
|
|
}
|
|
|
|
bool Skeleton::useNewAi()
|
|
{
|
|
return true;
|
|
}
|
|
|
|
int Skeleton::getMaxHealth()
|
|
{
|
|
return 20;
|
|
}
|
|
|
|
int Skeleton::getAmbientSound()
|
|
{
|
|
return eSoundType_MOB_SKELETON_AMBIENT;
|
|
}
|
|
|
|
int Skeleton::getHurtSound()
|
|
{
|
|
return eSoundType_MOB_SKELETON_HURT;
|
|
}
|
|
|
|
int Skeleton::getDeathSound()
|
|
{
|
|
return eSoundType_MOB_SKELETON_HURT;
|
|
}
|
|
|
|
std::shared_ptr<ItemInstance> Skeleton::bow;
|
|
|
|
std::shared_ptr<ItemInstance> Skeleton::getCarriedItem()
|
|
{
|
|
return bow;
|
|
}
|
|
|
|
MobType Skeleton::getMobType()
|
|
{
|
|
return UNDEAD;
|
|
}
|
|
|
|
void Skeleton::aiStep()
|
|
{
|
|
// isClientSide check brought forward from 1.8 (I assume it's related to the lighting changes)
|
|
if (level->isDay() && !level->isClientSide)
|
|
{
|
|
float br = getBrightness(1);
|
|
if (br > 0.5f)
|
|
{
|
|
if (level->canSeeSky( Mth::floor(x), Mth::floor(y), Mth::floor(z)) && random->nextFloat() * 30 < (br - 0.4f) * 2)
|
|
{
|
|
setOnFire(8);
|
|
}
|
|
}
|
|
}
|
|
|
|
Monster::aiStep();
|
|
}
|
|
|
|
void Skeleton::die(DamageSource *source)
|
|
{
|
|
Monster::die(source);
|
|
std::shared_ptr<Player> player = dynamic_pointer_cast<Player>( source->getEntity() );
|
|
if ( dynamic_pointer_cast<Arrow>( source->getDirectEntity() ) != NULL && player != NULL)
|
|
{
|
|
double xd = player->x - x;
|
|
double zd = player->z - z;
|
|
if (xd * xd + zd * zd >= 50 * 50)
|
|
{
|
|
player->awardStat(GenericStats::snipeSkeleton(), GenericStats::param_snipeSkeleton());
|
|
}
|
|
}
|
|
}
|
|
|
|
int Skeleton::getDeathLoot()
|
|
{
|
|
return Item::arrow->id;
|
|
}
|
|
|
|
void Skeleton::dropDeathLoot(bool wasKilledByPlayer, int playerBonusLevel)
|
|
{
|
|
// drop some arrows
|
|
int count = random->nextInt(3 + playerBonusLevel);
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
spawnAtLocation(Item::arrow->id, 1);
|
|
}
|
|
// and some bones
|
|
count = random->nextInt(3 + playerBonusLevel);
|
|
for (int i = 0; i < count; i++)
|
|
{
|
|
spawnAtLocation(Item::bone->id, 1);
|
|
}
|
|
}
|
|
|
|
void Skeleton::dropRareDeathLoot(int rareLootLevel)
|
|
{
|
|
if (rareLootLevel > 0)
|
|
{
|
|
std::shared_ptr<ItemInstance> bow = std::shared_ptr<ItemInstance>( new ItemInstance(Item::bow) );
|
|
EnchantmentHelper::enchantItem(random, bow, 5);
|
|
spawnAtLocation(bow, 0);
|
|
}
|
|
else
|
|
{
|
|
spawnAtLocation(Item::bow_Id, 1);
|
|
}
|
|
}
|
|
|
|
void Skeleton::staticCtor()
|
|
{
|
|
Skeleton::bow = std::shared_ptr<ItemInstance>( new ItemInstance(Item::bow, 1) );
|
|
}
|