A* Pathfinding and better monster AI
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@@ -37,7 +37,7 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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else
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{
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_ARROW);
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}
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_BONE);
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AddRandomArmorDropItem(a_Drops, LootingLevel);
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@@ -50,17 +50,18 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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void cSkeleton::MoveToPosition(const Vector3d & a_Position)
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{
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// If the destination is sufficiently skylight challenged AND the skeleton isn't on fire then block the movement
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// Todo use WouldBurnAt(), not sure how to obtain a chunk though...
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super::MoveToPosition(a_Position); // Look at the player and update m_Destination to hit them if they're close
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// If the destination is sufficiently skylight challenged AND the skeleton isn't on fire AND we weren't attacked recently then block the movement
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if (
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!IsOnFire() &&
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(m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8)
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(m_World->GetBlockSkyLight((int)floor(a_Position.x), (int)floor(a_Position.y), (int)floor(a_Position.z)) - m_World->GetSkyDarkness() > 8) &&
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m_TicksSinceLastDamaged == 100
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)
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{
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m_bMovingToDestination = false;
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return;
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StopMovingToPosition();
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}
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super::MoveToPosition(a_Position);
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}
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