1
0

AI - Better daylight handling

This commit is contained in:
wiseoldman95
2015-05-01 20:34:24 +03:00
parent aa142757db
commit 3586f25853
6 changed files with 22 additions and 63 deletions

View File

@@ -48,26 +48,6 @@ void cSkeleton::GetDrops(cItems & a_Drops, cEntity * a_Killer)
void cSkeleton::MoveToPosition(const Vector3d & a_Position)
{
// 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_TicksSinceLastDamaged == 100
)
{
StopMovingToPosition();
}
}
void cSkeleton::Attack(std::chrono::milliseconds a_Dt)
{
m_AttackInterval += (static_cast<float>(a_Dt.count()) / 1000) * m_AttackRate;