package net.minecraft.entity; import net.minecraft.pathfinding.PathEntity; import net.minecraft.util.MathHelper; import net.minecraft.util.Vec3; import net.minecraft.world.World; public abstract class EntityCreature extends EntityLiving { private PathEntity pathToEntity; /** The Entity this EntityCreature is set to attack. */ protected Entity entityToAttack; /** * returns true if a creature has attacked recently only used for creepers and skeletons */ protected boolean hasAttacked = false; /** Used to make a creature speed up and wander away when hit. */ protected int fleeingTick = 0; public EntityCreature(World par1World) { super(par1World); } /** * Disables a mob's ability to move on its own while true. */ protected boolean isMovementCeased() { return false; } protected void updateEntityActionState() { this.worldObj.theProfiler.startSection("ai"); if (this.fleeingTick > 0) { --this.fleeingTick; } this.hasAttacked = this.isMovementCeased(); float f = 16.0F; if (this.entityToAttack == null) { this.entityToAttack = this.findPlayerToAttack(); if (this.entityToAttack != null) { this.pathToEntity = this.worldObj.getPathEntityToEntity(this, this.entityToAttack, f, true, false, false, true); } } else if (this.entityToAttack.isEntityAlive()) { float f1 = this.entityToAttack.getDistanceToEntity(this); if (this.canEntityBeSeen(this.entityToAttack)) { this.attackEntity(this.entityToAttack, f1); } } else { this.entityToAttack = null; } this.worldObj.theProfiler.endSection(); if (!this.hasAttacked && this.entityToAttack != null && (this.pathToEntity == null || this.rand.nextInt(20) == 0)) { this.pathToEntity = this.worldObj.getPathEntityToEntity(this, this.entityToAttack, f, true, false, false, true); } else if (!this.hasAttacked && (this.pathToEntity == null && this.rand.nextInt(180) == 0 || this.rand.nextInt(120) == 0 || this.fleeingTick > 0) && this.entityAge < 100) { this.updateWanderPath(); } int i = MathHelper.floor_double(this.boundingBox.minY + 0.5D); boolean flag = this.isInWater(); boolean flag1 = this.handleLavaMovement(); this.rotationPitch = 0.0F; if (this.pathToEntity != null && this.rand.nextInt(100) != 0) { this.worldObj.theProfiler.startSection("followpath"); Vec3 vec3 = this.pathToEntity.getPosition(this); double d0 = (double)(this.width * 2.0F); while (vec3 != null && vec3.squareDistanceTo(this.posX, vec3.yCoord, this.posZ) < d0 * d0) { this.pathToEntity.incrementPathIndex(); if (this.pathToEntity.isFinished()) { vec3 = null; this.pathToEntity = null; } else { vec3 = this.pathToEntity.getPosition(this); } } this.isJumping = false; if (vec3 != null) { double d1 = vec3.xCoord - this.posX; double d2 = vec3.zCoord - this.posZ; double d3 = vec3.yCoord - (double)i; float f2 = (float)(Math.atan2(d2, d1) * 180.0D / Math.PI) - 90.0F; float f3 = MathHelper.wrapAngleTo180_float(f2 - this.rotationYaw); this.moveForward = this.moveSpeed; if (f3 > 30.0F) { f3 = 30.0F; } if (f3 < -30.0F) { f3 = -30.0F; } this.rotationYaw += f3; if (this.hasAttacked && this.entityToAttack != null) { double d4 = this.entityToAttack.posX - this.posX; double d5 = this.entityToAttack.posZ - this.posZ; float f4 = this.rotationYaw; this.rotationYaw = (float)(Math.atan2(d5, d4) * 180.0D / Math.PI) - 90.0F; f3 = (f4 - this.rotationYaw + 90.0F) * (float)Math.PI / 180.0F; this.moveStrafing = -MathHelper.sin(f3) * this.moveForward * 1.0F; this.moveForward = MathHelper.cos(f3) * this.moveForward * 1.0F; } if (d3 > 0.0D) { this.isJumping = true; } } if (this.entityToAttack != null) { this.faceEntity(this.entityToAttack, 30.0F, 30.0F); } if (this.isCollidedHorizontally && !this.hasPath()) { this.isJumping = true; } if (this.rand.nextFloat() < 0.8F && (flag || flag1)) { this.isJumping = true; } this.worldObj.theProfiler.endSection(); } else { super.updateEntityActionState(); this.pathToEntity = null; } } /** * Time remaining during which the Animal is sped up and flees. */ protected void updateWanderPath() { this.worldObj.theProfiler.startSection("stroll"); boolean flag = false; int i = -1; int j = -1; int k = -1; float f = -99999.0F; for (int l = 0; l < 10; ++l) { int i1 = MathHelper.floor_double(this.posX + (double)this.rand.nextInt(13) - 6.0D); int j1 = MathHelper.floor_double(this.posY + (double)this.rand.nextInt(7) - 3.0D); int k1 = MathHelper.floor_double(this.posZ + (double)this.rand.nextInt(13) - 6.0D); float f1 = this.getBlockPathWeight(i1, j1, k1); if (f1 > f) { f = f1; i = i1; j = j1; k = k1; flag = true; } } if (flag) { this.pathToEntity = this.worldObj.getEntityPathToXYZ(this, i, j, k, 10.0F, true, false, false, true); } this.worldObj.theProfiler.endSection(); } /** * Basic mob attack. Default to touch of death in EntityCreature. Overridden by each mob to define their attack. */ protected void attackEntity(Entity par1Entity, float par2) {} /** * Takes a coordinate in and returns a weight to determine how likely this creature will try to path to the block. * Args: x, y, z */ public float getBlockPathWeight(int par1, int par2, int par3) { return 0.0F; } /** * Finds the closest player within 16 blocks to attack, or null if this Entity isn't interested in attacking * (Animals, Spiders at day, peaceful PigZombies). */ protected Entity findPlayerToAttack() { return null; } /** * Checks if the entity's current position is a valid location to spawn this entity. */ public boolean getCanSpawnHere() { int i = MathHelper.floor_double(this.posX); int j = MathHelper.floor_double(this.boundingBox.minY); int k = MathHelper.floor_double(this.posZ); return super.getCanSpawnHere() && this.getBlockPathWeight(i, j, k) >= 0.0F; } /** * Returns true if entity has a path to follow */ public boolean hasPath() { return this.pathToEntity != null; } /** * sets the Entities walk path in EntityCreature */ public void setPathToEntity(PathEntity par1PathEntity) { this.pathToEntity = par1PathEntity; } /** * Returns current entities target */ public Entity getEntityToAttack() { return this.entityToAttack; } /** * Sets the entity which is to be attacked. */ public void setTarget(Entity par1Entity) { this.entityToAttack = par1Entity; } /** * This method returns a value to be applied directly to entity speed, this factor is less than 1 when a slowdown * potion effect is applied, more than 1 when a haste potion effect is applied and 2 for fleeing entities. */ public float getSpeedModifier() { float f = super.getSpeedModifier(); if (this.fleeingTick > 0 && !this.isAIEnabled()) { f *= 2.0F; } return f; } }