135 lines
5 KiB
Java
135 lines
5 KiB
Java
package WayofTime.bloodmagic.entity.ai;
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import WayofTime.bloodmagic.entity.mob.EntityDemonBase;
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import com.google.common.base.Predicate;
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import com.google.common.base.Predicates;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.ai.EntityAIBase;
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import net.minecraft.entity.ai.RandomPositionGenerator;
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import net.minecraft.pathfinding.Path;
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import net.minecraft.pathfinding.PathNavigate;
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import net.minecraft.util.EntitySelectors;
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import net.minecraft.util.math.Vec3d;
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import java.util.List;
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public class EntityAIRetreatToHeal<T extends Entity> extends EntityAIBase {
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private final Predicate<Entity> canBeSeenSelector;
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/**
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* The entity we are attached to
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*/
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protected EntityDemonBase theEntity;
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protected T closestLivingEntity;
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private double farSpeed;
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private double nearSpeed;
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private double safeHealDistance = 3;
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private float avoidDistance;
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/**
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* The PathEntity of our entity
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*/
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private Path entityPathEntity;
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/**
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* The PathNavigate of our entity
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*/
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private PathNavigate entityPathNavigate;
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private Class<T> classToAvoid;
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private Predicate<? super T> avoidTargetSelector;
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public EntityAIRetreatToHeal(EntityDemonBase theEntityIn, Class<T> classToAvoidIn, float avoidDistanceIn, double farSpeedIn, double nearSpeedIn) {
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this(theEntityIn, classToAvoidIn, Predicates.alwaysTrue(), avoidDistanceIn, farSpeedIn, nearSpeedIn);
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}
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public EntityAIRetreatToHeal(EntityDemonBase theEntityIn, Class<T> classToAvoidIn, Predicate<? super T> avoidTargetSelectorIn, float avoidDistanceIn, double farSpeedIn, double nearSpeedIn) {
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this.canBeSeenSelector = p_apply_1_ -> p_apply_1_.isEntityAlive() && EntityAIRetreatToHeal.this.theEntity.getEntitySenses().canSee(p_apply_1_);
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this.theEntity = theEntityIn;
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this.classToAvoid = classToAvoidIn;
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this.avoidTargetSelector = avoidTargetSelectorIn;
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this.avoidDistance = avoidDistanceIn;
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this.farSpeed = farSpeedIn;
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this.nearSpeed = nearSpeedIn;
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this.entityPathNavigate = theEntityIn.getNavigator();
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this.setMutexBits(3);
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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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@Override
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public boolean shouldExecute() {
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if (!this.theEntity.shouldEmergencyHeal()) {
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return false;
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}
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//This part almost doesn't matter
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List<T> list = this.theEntity.getEntityWorld().getEntitiesWithinAABB(this.classToAvoid, this.theEntity.getEntityBoundingBox().expand((double) this.avoidDistance, 3.0D, (double) this.avoidDistance), Predicates.and(EntitySelectors.CAN_AI_TARGET, this.canBeSeenSelector, this.avoidTargetSelector));
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if (list.isEmpty()) {
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return true; //No entities nearby, so I can freely heal
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} else {
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this.closestLivingEntity = list.get(0);
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Vec3d vec3d = RandomPositionGenerator.findRandomTargetBlockAwayFrom(this.theEntity, 16, 7, new Vec3d(this.closestLivingEntity.posX, this.closestLivingEntity.posY, this.closestLivingEntity.posZ));
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if (vec3d == null) {
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return false; //Nowhere to run, gotta fight!
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} else if (this.closestLivingEntity.getDistanceSq(vec3d.x, vec3d.y, vec3d.z) < this.closestLivingEntity.getDistanceSq(this.theEntity)) {
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return false; //I'll be headed off if I choose this direction.
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} else {
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this.entityPathEntity = this.entityPathNavigate.getPathToXYZ(vec3d.x, vec3d.y, vec3d.z);
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return this.entityPathEntity != null;
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}
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}
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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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@Override
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public boolean shouldContinueExecuting() {
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return this.theEntity.shouldEmergencyHeal();//!this.entityPathNavigate.noPath();
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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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@Override
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public void startExecuting() {
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if (this.entityPathEntity != null) {
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this.entityPathNavigate.setPath(this.entityPathEntity, this.farSpeed);
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}
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}
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/**
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* Resets the task
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*/
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@Override
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public void resetTask() {
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this.closestLivingEntity = null;
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}
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/**
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* Updates the task
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*/
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@Override
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public void updateTask() {
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if (this.closestLivingEntity != null) {
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if (this.theEntity.getDistanceSq(this.closestLivingEntity) < 49.0D) {
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this.theEntity.getNavigator().setSpeed(this.nearSpeed);
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} else {
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this.theEntity.getNavigator().setSpeed(this.farSpeed);
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}
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if (this.theEntity.ticksExisted % 20 == 0 && this.theEntity.getDistanceSq(this.closestLivingEntity) >= safeHealDistance * safeHealDistance) {
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healEntity();
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return;
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}
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}
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if (this.theEntity.ticksExisted % 20 == 0) {
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healEntity();
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}
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}
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public void healEntity() {
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this.theEntity.performEmergencyHeal(2);
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}
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} |