001 package net.minecraft.entity.monster; 002 003 import cpw.mods.fml.relauncher.Side; 004 import cpw.mods.fml.relauncher.SideOnly; 005 import net.minecraft.block.Block; 006 import net.minecraft.entity.Entity; 007 import net.minecraft.entity.EntityLiving; 008 import net.minecraft.entity.ai.EntityAIAttackOnCollide; 009 import net.minecraft.entity.ai.EntityAIDefendVillage; 010 import net.minecraft.entity.ai.EntityAIHurtByTarget; 011 import net.minecraft.entity.ai.EntityAILookAtVillager; 012 import net.minecraft.entity.ai.EntityAILookIdle; 013 import net.minecraft.entity.ai.EntityAIMoveThroughVillage; 014 import net.minecraft.entity.ai.EntityAIMoveTowardsTarget; 015 import net.minecraft.entity.ai.EntityAIMoveTwardsRestriction; 016 import net.minecraft.entity.ai.EntityAINearestAttackableTarget; 017 import net.minecraft.entity.ai.EntityAIWander; 018 import net.minecraft.entity.ai.EntityAIWatchClosest; 019 import net.minecraft.entity.player.EntityPlayer; 020 import net.minecraft.item.Item; 021 import net.minecraft.nbt.NBTTagCompound; 022 import net.minecraft.util.ChunkCoordinates; 023 import net.minecraft.util.DamageSource; 024 import net.minecraft.util.MathHelper; 025 import net.minecraft.village.Village; 026 import net.minecraft.world.World; 027 028 public class EntityIronGolem extends EntityGolem 029 { 030 /** deincrements, and a distance-to-home check is done at 0 */ 031 private int homeCheckTimer = 0; 032 Village villageObj = null; 033 private int attackTimer; 034 private int holdRoseTick; 035 036 public EntityIronGolem(World par1World) 037 { 038 super(par1World); 039 this.texture = "/mob/villager_golem.png"; 040 this.setSize(1.4F, 2.9F); 041 this.getNavigator().setAvoidsWater(true); 042 this.tasks.addTask(1, new EntityAIAttackOnCollide(this, 0.25F, true)); 043 this.tasks.addTask(2, new EntityAIMoveTowardsTarget(this, 0.22F, 32.0F)); 044 this.tasks.addTask(3, new EntityAIMoveThroughVillage(this, 0.16F, true)); 045 this.tasks.addTask(4, new EntityAIMoveTwardsRestriction(this, 0.16F)); 046 this.tasks.addTask(5, new EntityAILookAtVillager(this)); 047 this.tasks.addTask(6, new EntityAIWander(this, 0.16F)); 048 this.tasks.addTask(7, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F)); 049 this.tasks.addTask(8, new EntityAILookIdle(this)); 050 this.targetTasks.addTask(1, new EntityAIDefendVillage(this)); 051 this.targetTasks.addTask(2, new EntityAIHurtByTarget(this, false)); 052 this.targetTasks.addTask(3, new EntityAINearestAttackableTarget(this, EntityLiving.class, 16.0F, 0, false, true, IMob.mobSelector)); 053 } 054 055 protected void entityInit() 056 { 057 super.entityInit(); 058 this.dataWatcher.addObject(16, Byte.valueOf((byte)0)); 059 } 060 061 /** 062 * Returns true if the newer Entity AI code should be run 063 */ 064 public boolean isAIEnabled() 065 { 066 return true; 067 } 068 069 /** 070 * main AI tick function, replaces updateEntityActionState 071 */ 072 protected void updateAITick() 073 { 074 if (--this.homeCheckTimer <= 0) 075 { 076 this.homeCheckTimer = 70 + this.rand.nextInt(50); 077 this.villageObj = this.worldObj.villageCollectionObj.findNearestVillage(MathHelper.floor_double(this.posX), MathHelper.floor_double(this.posY), MathHelper.floor_double(this.posZ), 32); 078 079 if (this.villageObj == null) 080 { 081 this.detachHome(); 082 } 083 else 084 { 085 ChunkCoordinates var1 = this.villageObj.getCenter(); 086 this.setHomeArea(var1.posX, var1.posY, var1.posZ, (int)((float)this.villageObj.getVillageRadius() * 0.6F)); 087 } 088 } 089 090 super.updateAITick(); 091 } 092 093 public int getMaxHealth() 094 { 095 return 100; 096 } 097 098 /** 099 * Decrements the entity's air supply when underwater 100 */ 101 protected int decreaseAirSupply(int par1) 102 { 103 return par1; 104 } 105 106 protected void collideWithEntity(Entity par1Entity) 107 { 108 if (par1Entity instanceof IMob && this.getRNG().nextInt(20) == 0) 109 { 110 this.setAttackTarget((EntityLiving)par1Entity); 111 } 112 113 super.collideWithEntity(par1Entity); 114 } 115 116 /** 117 * Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons 118 * use this to react to sunlight and start to burn. 119 */ 120 public void onLivingUpdate() 121 { 122 super.onLivingUpdate(); 123 124 if (this.attackTimer > 0) 125 { 126 --this.attackTimer; 127 } 128 129 if (this.holdRoseTick > 0) 130 { 131 --this.holdRoseTick; 132 } 133 134 if (this.motionX * this.motionX + this.motionZ * this.motionZ > 2.500000277905201E-7D && this.rand.nextInt(5) == 0) 135 { 136 int var1 = MathHelper.floor_double(this.posX); 137 int var2 = MathHelper.floor_double(this.posY - 0.20000000298023224D - (double)this.yOffset); 138 int var3 = MathHelper.floor_double(this.posZ); 139 int var4 = this.worldObj.getBlockId(var1, var2, var3); 140 141 if (var4 > 0) 142 { 143 this.worldObj.spawnParticle("tilecrack_" + var4 + "_" + this.worldObj.getBlockMetadata(var1, var2, var3), this.posX + ((double)this.rand.nextFloat() - 0.5D) * (double)this.width, this.boundingBox.minY + 0.1D, this.posZ + ((double)this.rand.nextFloat() - 0.5D) * (double)this.width, 4.0D * ((double)this.rand.nextFloat() - 0.5D), 0.5D, ((double)this.rand.nextFloat() - 0.5D) * 4.0D); 144 } 145 } 146 } 147 148 /** 149 * Returns true if this entity can attack entities of the specified class. 150 */ 151 public boolean canAttackClass(Class par1Class) 152 { 153 return this.isPlayerCreated() && EntityPlayer.class.isAssignableFrom(par1Class) ? false : super.canAttackClass(par1Class); 154 } 155 156 /** 157 * (abstract) Protected helper method to write subclass entity data to NBT. 158 */ 159 public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound) 160 { 161 super.writeEntityToNBT(par1NBTTagCompound); 162 par1NBTTagCompound.setBoolean("PlayerCreated", this.isPlayerCreated()); 163 } 164 165 /** 166 * (abstract) Protected helper method to read subclass entity data from NBT. 167 */ 168 public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound) 169 { 170 super.readEntityFromNBT(par1NBTTagCompound); 171 this.setPlayerCreated(par1NBTTagCompound.getBoolean("PlayerCreated")); 172 } 173 174 public boolean attackEntityAsMob(Entity par1Entity) 175 { 176 this.attackTimer = 10; 177 this.worldObj.setEntityState(this, (byte)4); 178 boolean var2 = par1Entity.attackEntityFrom(DamageSource.causeMobDamage(this), 7 + this.rand.nextInt(15)); 179 180 if (var2) 181 { 182 par1Entity.motionY += 0.4000000059604645D; 183 } 184 185 this.playSound("mob.irongolem.throw", 1.0F, 1.0F); 186 return var2; 187 } 188 189 public Village getVillage() 190 { 191 return this.villageObj; 192 } 193 194 @SideOnly(Side.CLIENT) 195 public void handleHealthUpdate(byte par1) 196 { 197 if (par1 == 4) 198 { 199 this.attackTimer = 10; 200 this.playSound("mob.irongolem.throw", 1.0F, 1.0F); 201 } 202 else if (par1 == 11) 203 { 204 this.holdRoseTick = 400; 205 } 206 else 207 { 208 super.handleHealthUpdate(par1); 209 } 210 } 211 212 @SideOnly(Side.CLIENT) 213 public int getAttackTimer() 214 { 215 return this.attackTimer; 216 } 217 218 public void setHoldingRose(boolean par1) 219 { 220 this.holdRoseTick = par1 ? 400 : 0; 221 this.worldObj.setEntityState(this, (byte)11); 222 } 223 224 /** 225 * Returns the sound this mob makes while it's alive. 226 */ 227 protected String getLivingSound() 228 { 229 return "none"; 230 } 231 232 /** 233 * Returns the sound this mob makes when it is hurt. 234 */ 235 protected String getHurtSound() 236 { 237 return "mob.irongolem.hit"; 238 } 239 240 /** 241 * Returns the sound this mob makes on death. 242 */ 243 protected String getDeathSound() 244 { 245 return "mob.irongolem.death"; 246 } 247 248 /** 249 * Plays step sound at given x, y, z for the entity 250 */ 251 protected void playStepSound(int par1, int par2, int par3, int par4) 252 { 253 this.playSound("mob.irongolem.walk", 1.0F, 1.0F); 254 } 255 256 /** 257 * Drop 0-2 items of this living's type. @param par1 - Whether this entity has recently been hit by a player. @param 258 * par2 - Level of Looting used to kill this mob. 259 */ 260 protected void dropFewItems(boolean par1, int par2) 261 { 262 int var3 = this.rand.nextInt(3); 263 int var4; 264 265 for (var4 = 0; var4 < var3; ++var4) 266 { 267 this.dropItem(Block.plantRed.blockID, 1); 268 } 269 270 var4 = 3 + this.rand.nextInt(3); 271 272 for (int var5 = 0; var5 < var4; ++var5) 273 { 274 this.dropItem(Item.ingotIron.itemID, 1); 275 } 276 } 277 278 public int getHoldRoseTick() 279 { 280 return this.holdRoseTick; 281 } 282 283 public boolean isPlayerCreated() 284 { 285 return (this.dataWatcher.getWatchableObjectByte(16) & 1) != 0; 286 } 287 288 public void setPlayerCreated(boolean par1) 289 { 290 byte var2 = this.dataWatcher.getWatchableObjectByte(16); 291 292 if (par1) 293 { 294 this.dataWatcher.updateObject(16, Byte.valueOf((byte)(var2 | 1))); 295 } 296 else 297 { 298 this.dataWatcher.updateObject(16, Byte.valueOf((byte)(var2 & -2))); 299 } 300 } 301 302 /** 303 * Called when the mob's health reaches 0. 304 */ 305 public void onDeath(DamageSource par1DamageSource) 306 { 307 if (!this.isPlayerCreated() && this.attackingPlayer != null && this.villageObj != null) 308 { 309 this.villageObj.setReputationForPlayer(this.attackingPlayer.getCommandSenderName(), -5); 310 } 311 312 super.onDeath(par1DamageSource); 313 } 314 }