Added ownership to the Sentient Specter and improved its AI. Also enabled it to use a bow.
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7 changed files with 691 additions and 16 deletions
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package WayofTime.bloodmagic.entity.ai;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.ai.EntityAIBase;
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import net.minecraft.item.ItemBow;
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import net.minecraft.util.EnumHand;
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import WayofTime.bloodmagic.entity.mob.EntitySentientSpecter;
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public class EntityAIAttackRangedBow extends EntityAIBase
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{
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private final EntitySentientSpecter entity;
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private final double moveSpeedAmp;
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private int attackCooldown;
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private final float maxAttackDistance;
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private int attackTime = -1;
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private int seeTime;
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private boolean strafingClockwise;
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private boolean strafingBackwards;
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private int strafingTime = -1;
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public EntityAIAttackRangedBow(EntitySentientSpecter specter, double speedAmplifier, int delay, float maxDistance)
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{
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this.entity = specter;
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this.moveSpeedAmp = speedAmplifier;
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this.attackCooldown = delay;
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this.maxAttackDistance = maxDistance * maxDistance;
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this.setMutexBits(3);
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}
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public void setAttackCooldown(int p_189428_1_)
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{
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this.attackCooldown = p_189428_1_;
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}
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/**
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* Returns whether the EntityAIBase should begin execution.
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*/
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public boolean shouldExecute()
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{
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return this.entity.getAttackTarget() == null ? false : this.isBowInMainhand();
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}
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protected boolean isBowInMainhand()
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{
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return this.entity.getHeldItemMainhand() != null && this.entity.getHeldItemMainhand().getItem() instanceof ItemBow;
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}
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/**
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* Returns whether an in-progress EntityAIBase should continue executing
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*/
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public boolean continueExecuting()
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{
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return (this.shouldExecute() || !this.entity.getNavigator().noPath()) && this.isBowInMainhand();
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}
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/**
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* Execute a one shot task or start executing a continuous task
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*/
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public void startExecuting()
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{
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super.startExecuting();
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// this.entity.setSwingingArms(true);
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}
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/**
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* Resets the task
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*/
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public void resetTask()
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{
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super.startExecuting();
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// this.entity.setSwingingArms(false);
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this.seeTime = 0;
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this.attackTime = -1;
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this.entity.resetActiveHand();
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}
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/**
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* Updates the task
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*/
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public void updateTask()
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{
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EntityLivingBase entitylivingbase = this.entity.getAttackTarget();
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if (entitylivingbase != null)
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{
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double d0 = this.entity.getDistanceSq(entitylivingbase.posX, entitylivingbase.getEntityBoundingBox().minY, entitylivingbase.posZ);
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boolean flag = this.entity.getEntitySenses().canSee(entitylivingbase);
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boolean flag1 = this.seeTime > 0;
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if (flag != flag1)
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{
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this.seeTime = 0;
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}
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if (flag)
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{
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++this.seeTime;
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} else
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{
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--this.seeTime;
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}
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if (d0 <= (double) this.maxAttackDistance && this.seeTime >= 20)
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{
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this.entity.getNavigator().clearPathEntity();
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++this.strafingTime;
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} else
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{
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this.entity.getNavigator().tryMoveToEntityLiving(entitylivingbase, this.moveSpeedAmp);
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this.strafingTime = -1;
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}
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if (this.strafingTime >= 20)
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{
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if ((double) this.entity.getRNG().nextFloat() < 0.3D)
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{
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this.strafingClockwise = !this.strafingClockwise;
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}
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if ((double) this.entity.getRNG().nextFloat() < 0.3D)
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{
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this.strafingBackwards = !this.strafingBackwards;
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}
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this.strafingTime = 0;
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}
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if (this.strafingTime > -1)
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{
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if (d0 > (double) (this.maxAttackDistance * 0.75F))
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{
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this.strafingBackwards = false;
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} else if (d0 < (double) (this.maxAttackDistance * 0.25F))
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{
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this.strafingBackwards = true;
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}
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this.entity.getMoveHelper().strafe(this.strafingBackwards ? -0.5F : 0.5F, this.strafingClockwise ? 0.5F : -0.5F);
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this.entity.faceEntity(entitylivingbase, 30.0F, 30.0F);
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} else
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{
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this.entity.getLookHelper().setLookPositionWithEntity(entitylivingbase, 30.0F, 30.0F);
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}
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if (this.entity.isHandActive())
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{
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if (!flag && this.seeTime < -60)
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{
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this.entity.resetActiveHand();
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} else if (flag)
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{
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int i = this.entity.getItemInUseMaxCount();
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if (i >= 20)
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{
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this.entity.resetActiveHand();
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this.entity.attackEntityWithRangedAttack(entitylivingbase, ItemBow.getArrowVelocity(i));
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this.attackTime = this.attackCooldown;
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}
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}
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} else if (--this.attackTime <= 0 && this.seeTime >= -60)
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{
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this.entity.setActiveHand(EnumHand.MAIN_HAND);
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}
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}
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}
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}
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