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 }