BiomesOPlenty/src/minecraft/biomesoplenty/mobs/EntityRosester.java

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2013-05-03 13:00:44 +00:00
package biomesoplenty.mobs;
import net.minecraft.entity.EntityAgeable;
import net.minecraft.entity.ai.EntityAIFollowParent;
import net.minecraft.entity.ai.EntityAILookIdle;
import net.minecraft.entity.ai.EntityAIMate;
import net.minecraft.entity.ai.EntityAIPanic;
import net.minecraft.entity.ai.EntityAISwimming;
import net.minecraft.entity.ai.EntityAITempt;
import net.minecraft.entity.ai.EntityAIWander;
import net.minecraft.entity.ai.EntityAIWatchClosest;
import net.minecraft.entity.passive.EntityChicken;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemSeeds;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;
public class EntityRosester extends EntityChicken
{
public boolean field_70885_d = false;
public float field_70886_e = 0.0F;
public float destPos = 0.0F;
public float field_70884_g;
public float field_70888_h;
public float field_70889_i = 1.0F;
/** The time until the next egg is spawned. */
public int timeUntilNextEgg;
public EntityRosester(World par1World)
{
super(par1World);
this.texture = "/mods/BiomesOPlenty/textures/mobs/rosester.png";
this.setSize(0.3F, 0.7F);
this.timeUntilNextEgg = this.rand.nextInt(6000) + 6000;
float var2 = 0.25F;
this.tasks.addTask(0, new EntityAISwimming(this));
this.tasks.addTask(1, new EntityAIPanic(this, 0.38F));
this.tasks.addTask(2, new EntityAIMate(this, var2));
this.tasks.addTask(3, new EntityAITempt(this, 0.25F, Item.seeds.itemID, false));
this.tasks.addTask(4, new EntityAIFollowParent(this, 0.28F));
this.tasks.addTask(5, new EntityAIWander(this, var2));
this.tasks.addTask(6, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F));
this.tasks.addTask(7, new EntityAILookIdle(this));
}
/**
* Returns true if the newer Entity AI code should be run
*/
public boolean isAIEnabled()
{
return true;
}
public int getMaxHealth()
{
return 4;
}
/**
* Called frequently so the entity can update its state every tick as required. For example, zombies and skeletons
* use this to react to sunlight and start to burn.
*/
public void onLivingUpdate()
{
super.onLivingUpdate();
this.field_70888_h = this.field_70886_e;
this.field_70884_g = this.destPos;
this.destPos = (float)((double)this.destPos + (double)(this.onGround ? -1 : 4) * 0.3D);
if (this.destPos < 0.0F)
{
this.destPos = 0.0F;
}
if (this.destPos > 1.0F)
{
this.destPos = 1.0F;
}
if (!this.onGround && this.field_70889_i < 1.0F)
{
this.field_70889_i = 1.0F;
}
this.field_70889_i = (float)((double)this.field_70889_i * 0.9D);
if (!this.onGround && this.motionY < 0.0D)
{
this.motionY *= 0.6D;
}
this.field_70886_e += this.field_70889_i * 2.0F;
if (!this.isChild() && !this.worldObj.isRemote && --this.timeUntilNextEgg <= 0)
{
this.playSound("mob.chicken.plop", 1.0F, (this.rand.nextFloat() - this.rand.nextFloat()) * 0.2F + 1.0F);
this.entityDropItem(new ItemStack(Item.dyePowder, 1, 1), 0.0F);
this.timeUntilNextEgg = this.rand.nextInt(6000) + 6000;
}
}
/**
* Called when the mob is falling. Calculates and applies fall damage.
*/
protected void fall(float par1) {}
/**
* Returns the sound this mob makes while it's alive.
*/
protected String getLivingSound()
{
return "mob.chicken.say";
}
/**
* Returns the sound this mob makes when it is hurt.
*/
protected String getHurtSound()
{
return "mob.chicken.hurt";
}
/**
* Returns the sound this mob makes on death.
*/
protected String getDeathSound()
{
return "mob.chicken.hurt";
}
/**
* Plays step sound at given x, y, z for the entity
*/
protected void playStepSound(int par1, int par2, int par3, int par4)
{
this.playSound("mob.chicken.step", 0.15F, 1.0F);
}
/**
* Returns the item ID for the item the mob drops on death.
*/
protected int getDropItemId()
{
return Item.feather.itemID;
}
/**
* Drop 0-2 items of this living's type
*/
protected void dropFewItems(boolean par1, int par2)
{
int var3 = this.rand.nextInt(3) + this.rand.nextInt(1 + par2);
for (int var4 = 0; var4 < var3; ++var4)
{
this.entityDropItem(new ItemStack(Item.dyePowder, 1, 1), 0.0F);
}
if (this.isBurning())
{
this.dropItem(Item.chickenCooked.itemID, 1);
}
else
{
this.dropItem(Item.chickenRaw.itemID, 1);
}
}
/**
* This function is used when two same-species animals in 'love mode' breed to generate the new baby animal.
*/
public EntityRosester spawnBabyAnimal(EntityAgeable par1EntityAgeable)
{
return new EntityRosester(this.worldObj);
}
/**
* Checks if the parameter is an item which this animal can be fed to breed it (wheat, carrots or seeds depending on
* the animal type)
*/
public boolean isBreedingItem(ItemStack par1ItemStack)
{
return par1ItemStack != null && par1ItemStack.getItem() instanceof ItemSeeds;
}
public EntityAgeable createChild(EntityAgeable par1EntityAgeable)
{
return this.spawnBabyAnimal(par1EntityAgeable);
}
}