Initial commit
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package electroblob.wizardry.entity.living;
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import java.util.ArrayList;
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import java.util.Arrays;
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import java.util.Collections;
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import java.util.HashSet;
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import java.util.List;
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import java.util.Locale;
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import java.util.Random;
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import java.util.Set;
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import com.google.common.base.Predicate;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.constants.Element;
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import electroblob.wizardry.constants.Tier;
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import electroblob.wizardry.item.ItemSpellBook;
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import electroblob.wizardry.registry.Spells;
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import electroblob.wizardry.registry.WizardryAchievements;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.registry.WizardryPotions;
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import electroblob.wizardry.registry.WizardrySounds;
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import electroblob.wizardry.spell.Spell;
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import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.WandHelper;
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import electroblob.wizardry.util.WizardryParticleType;
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import electroblob.wizardry.util.WizardryUtilities;
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import io.netty.buffer.ByteBuf;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityAgeable;
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import net.minecraft.entity.EntityList;
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import net.minecraft.entity.EntityLiving;
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import net.minecraft.entity.IEntityLivingData;
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import net.minecraft.entity.SharedMonsterAttributes;
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import net.minecraft.entity.ai.EntityAIHurtByTarget;
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import net.minecraft.entity.ai.EntityAILookAtTradePlayer;
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import net.minecraft.entity.ai.EntityAIMoveTowardsRestriction;
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import net.minecraft.entity.ai.EntityAINearestAttackableTarget;
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import net.minecraft.entity.ai.EntityAIOpenDoor;
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import net.minecraft.entity.ai.EntityAIRestrictOpenDoor;
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import net.minecraft.entity.ai.EntityAISwimming;
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import net.minecraft.entity.ai.EntityAITradePlayer;
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import net.minecraft.entity.ai.EntityAIWander;
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import net.minecraft.entity.ai.EntityAIWatchClosest;
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import net.minecraft.entity.ai.EntityAIWatchClosest2;
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import net.minecraft.entity.effect.EntityLightningBolt;
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import net.minecraft.entity.monster.IMob;
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import net.minecraft.entity.passive.EntityVillager;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.init.Blocks;
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import net.minecraft.init.Items;
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import net.minecraft.init.MobEffects;
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import net.minecraft.init.SoundEvents;
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import net.minecraft.inventory.EntityEquipmentSlot;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.nbt.NBTTagInt;
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import net.minecraft.nbt.NBTTagLong;
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import net.minecraft.network.datasync.DataParameter;
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import net.minecraft.network.datasync.DataSerializers;
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import net.minecraft.network.datasync.EntityDataManager;
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import net.minecraft.potion.PotionEffect;
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import net.minecraft.util.DamageSource;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.text.ITextComponent;
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import net.minecraft.village.MerchantRecipe;
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import net.minecraft.village.MerchantRecipeList;
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import net.minecraft.world.DifficultyInstance;
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import net.minecraft.world.World;
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import net.minecraftforge.common.util.Constants.NBT;
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import net.minecraftforge.fml.common.registry.IEntityAdditionalSpawnData;
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import net.minecraftforge.fml.common.registry.VillagerRegistry.VillagerProfession;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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import net.minecraftforge.oredict.OreDictionary;
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public class EntityWizard extends EntityVillager implements ISpellCaster, IEntityAdditionalSpawnData {
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/*
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* After much debugging, the error in the compiled mod (outside of eclipse) was traced back to this class,
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* specifically the methods copied in from EntityVillager when I changed this class to extend it. This figures,
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* since I had 1.2.1 working just fine before I did that, and it was the only thing I changed. Apparently,
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* methods and fields with obfuscated names like func_129090_a can cause problems when compiled. One of the
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* ones here was renamed and the other deleted since it was never called. Watch out for this in future (unless,
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* of course, they are overriding something, in which case it should be fine).
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*/
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// Extending EntityVillager turned out to be a pretty neat thing to do, since now zombies will attack wizards
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private EntityAIAttackSpell spellCastingAI = new EntityAIAttackSpell(this, 0.5D, 14.0F, 30, 50);
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public int textureIndex = 0;
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/** The entity selector passed into the new AI methods. */
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protected Predicate<Entity> targetSelector;
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/** Copy of EntityVillager's buyingList, renamed to avoid confusion. */
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private MerchantRecipeList trades;
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private int timeUntilReset;
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/** addDefaultEquipmentAndRecipies is called if this is true */
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private boolean updateRecipes;
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/** Data parameter for the cooldown time for wizards healing themselves. */
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private static final DataParameter<Integer> HEAL_COOLDOWN = EntityDataManager.createKey(EntityWizard.class, DataSerializers.VARINT);
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/** Data parameter for the wizard's element. */
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private static final DataParameter<Integer> ELEMENT = EntityDataManager.createKey(EntityWizard.class, DataSerializers.VARINT);
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// Field implementations
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private List<Spell> spells = new ArrayList<Spell>(4);
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private Spell continuousSpell;
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/** A set of the positions of the blocks that are part of this wizard's tower. */
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private Set<BlockPos> towerBlocks;
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public EntityWizard(World world){
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super(world);
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this.detachHome();
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// For some reason this can't be in initEntityAI
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this.tasks.addTask(3, this.spellCastingAI);
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}
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@Override
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protected void entityInit(){
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super.entityInit();
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this.dataManager.register(HEAL_COOLDOWN, -1);
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this.dataManager.register(ELEMENT, 0);
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}
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@Override
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protected void initEntityAI(){
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this.tasks.addTask(0, new EntityAISwimming(this));
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this.tasks.addTask(1, new EntityAITradePlayer(this));
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this.tasks.addTask(1, new EntityAILookAtTradePlayer(this));
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this.tasks.addTask(4, new EntityAIRestrictOpenDoor(this));
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this.tasks.addTask(5, new EntityAIOpenDoor(this, true));
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this.tasks.addTask(6, new EntityAIMoveTowardsRestriction(this, 0.6D));
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this.tasks.addTask(7, new EntityAIWatchClosest2(this, EntityPlayer.class, 3.0F, 1.0F));
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this.tasks.addTask(7, new EntityAIWatchClosest2(this, EntityWizard.class, 5.0F, 0.02F));
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this.tasks.addTask(7, new EntityAIWander(this, 0.6D));
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this.tasks.addTask(8, new EntityAIWatchClosest(this, EntityLiving.class, 8.0F));
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this.targetSelector = new Predicate<Entity>(){
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public boolean apply(Entity entity){
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// If the target is valid and not invisible...
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if(entity != null && !entity.isInvisible() && WizardryUtilities.isValidTarget(EntityWizard.this, entity)){
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//... and is a mob, a summoned creature ...
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if((entity instanceof IMob || entity instanceof ISummonedCreature
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// ... or in the whitelist ...
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|| Arrays.asList(Wizardry.settings.summonedCreatureTargetsWhitelist).contains(EntityList.getEntityString(entity).toLowerCase(Locale.ROOT)))
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// ... and isn't in the blacklist ...
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&& !Arrays.asList(Wizardry.settings.summonedCreatureTargetsBlacklist).contains(EntityList.getEntityString(entity).toLowerCase(Locale.ROOT))){
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// ... it can be attacked.
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return true;
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}
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}
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return false;
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}
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};
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this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, true));
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// By default, wizards don't attack players unless the player has attacked them.
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this.targetTasks.addTask(0, new EntityAINearestAttackableTarget<EntityLiving>(this, EntityLiving.class, 0, false, true, this.targetSelector));
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}
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@Override
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protected void applyEntityAttributes(){
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super.applyEntityAttributes();
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this.getEntityAttribute(SharedMonsterAttributes.MOVEMENT_SPEED).setBaseValue(0.5);
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}
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private int getHealCooldown(){
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return this.dataManager.get(HEAL_COOLDOWN);
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}
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private void setHealCooldown(int cooldown){
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this.dataManager.set(HEAL_COOLDOWN, cooldown);
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}
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public Element getElement(){
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return Element.values()[this.dataManager.get(ELEMENT)];
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}
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public void setElement(Element element){
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this.dataManager.set(ELEMENT, element.ordinal());
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}
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@Override
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public List<Spell> getSpells(){
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return this.spells;
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}
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@Override
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public SpellModifiers getModifiers(){
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return new SpellModifiers();
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}
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@Override
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public void setContinuousSpell(Spell spell){
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this.continuousSpell = spell;
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}
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@Override
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public Spell getContinuousSpell(){
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return this.continuousSpell;
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}
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@Override
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public void onLivingUpdate(){
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super.onLivingUpdate();
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// Still better to store this to a local variable as it's almost certainly more efficient.
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int healCooldown = this.getHealCooldown();
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// This is now done slightly differently because isPotionActive doesn't work on client here, meaning that when
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// affected with arcane jammer and healCooldown == 0, whilst the wizard didn't actually heal or play the sound,
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// the particles still spawned, and since healCooldown wasn't reset they spawned every tick until the arcane
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// jammer wore off.
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if(healCooldown == 0 && this.getHealth() < this.getMaxHealth() && this.getHealth() > 0 && !this.isPotionActive(WizardryPotions.arcane_jammer)){
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// Healer wizards use greater heal.
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this.heal(this.getElement() == Element.HEALING ? 8 : 4);
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this.setHealCooldown(-1);
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// deathTime == 0 checks the wizard isn't currently dying
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}else if(healCooldown == -1 && this.deathTime == 0){
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// Heal particles
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if(worldObj.isRemote){
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for(int i=0; i<10; i++){
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double d0 = (double)((float)this.posX + rand.nextFloat()*2 - 1.0F);
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// Apparently the client side spawns the particles 1 block higher than it should... hence the - 0.5F.
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double d1 = (double)((float)this.posY - 0.5F + rand.nextFloat());
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double d2 = (double)((float)this.posZ + rand.nextFloat()*2 - 1.0F);
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Wizardry.proxy.spawnParticle(WizardryParticleType.SPARKLE, worldObj, d0, d1, d2, 0, 0.1F, 0, 48 + rand.nextInt(12), 1.0f, 1.0f, 0.3f);
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}
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}else{
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if(this.getHealth() < 10){
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// Wizard heals himself more often if he has low health
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this.setHealCooldown(150);
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}else{
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this.setHealCooldown(400);
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}
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this.playSound(WizardrySounds.SPELL_HEAL, 0.7F, rand.nextFloat() * 0.4F + 1.0F);
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}
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}
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if(healCooldown > 0){
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this.setHealCooldown(healCooldown-1);
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}
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}
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@Override
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protected void updateAITasks(){
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if(!this.isTrading() && this.timeUntilReset > 0){
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--this.timeUntilReset;
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if(this.timeUntilReset <= 0){
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if(this.updateRecipes){
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for(MerchantRecipe merchantrecipe : this.trades){
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if(merchantrecipe.isRecipeDisabled()){
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// Increases the number of allowed uses of a disabled recipe by a random number.
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merchantrecipe.increaseMaxTradeUses(this.rand.nextInt(6) + this.rand.nextInt(6) + 2);
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}
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}
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if(this.trades.size() < 12){
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this.addRandomRecipes(1);
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}
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this.updateRecipes = false;
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}
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this.addPotionEffect(new PotionEffect(MobEffects.REGENERATION, 200, 0));
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}
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}
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// Super call removed because EntityVillager's version does things I don't want and the next one up is
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// in EntityLivingBase and does nothing.
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}
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@Override
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public boolean processInteract(EntityPlayer player, EnumHand hand, ItemStack stack) {
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// Debugging
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//player.addChatComponentMessage(new TextComponentTranslation("wizard.debug", Spell.get(spells[1]).getDisplayName(), Spell.get(spells[2]).getDisplayName(), Spell.get(spells[3]).getDisplayName()));
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// When right-clicked with a spell book in creative, sets one of the spells to that spell
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if(player.capabilities.isCreativeMode && stack != null && stack.getItem() instanceof ItemSpellBook){
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if(this.spells.size() >= 4 && Spell.get(stack.getItemDamage()).canBeCastByNPCs()){
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this.spells.set(rand.nextInt(3)+1, Spell.get(stack.getItemDamage()));
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return true;
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}
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}
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// Won't trade with a player that has attacked them.
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if (this.isEntityAlive() && !this.isTrading() && !this.isChild() && !player.isSneaking() && this.getAttackTarget() != player)
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{
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if (!this.worldObj.isRemote)
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{
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this.setCustomer(player);
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player.displayVillagerTradeGui(this);
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//player.displayGUIMerchant(this, this.getElement().getWizardName());
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}
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return true;
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}
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else
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{
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return false;
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}
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}
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@Override
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public ITextComponent getDisplayName() {
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return this.getElement().getWizardName();
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}
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@Override
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public void writeEntityToNBT(NBTTagCompound nbt){
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super.writeEntityToNBT(nbt);
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if (this.trades != null){
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nbt.setTag("trades", this.trades.getRecipiesAsTags());
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}
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nbt.setInteger("element", this.getElement().ordinal());
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nbt.setInteger("skin", this.textureIndex);
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nbt.setTag("spells", WizardryUtilities.listToNBT(spells, spell -> new NBTTagInt(spell.id())));
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if(this.towerBlocks != null && this.towerBlocks.size() > 0){
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nbt.setTag("towerBlocks", WizardryUtilities.listToNBT(this.towerBlocks, pos -> new NBTTagLong(pos.toLong())));
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}
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}
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@Override
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public void readEntityFromNBT(NBTTagCompound nbt){
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super.readEntityFromNBT(nbt);
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if(nbt.hasKey("trades")){
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NBTTagCompound nbttagcompound1 = nbt.getCompoundTag("trades");
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this.trades = new MerchantRecipeList(nbttagcompound1);
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}
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this.setElement(Element.values()[nbt.getInteger("element")]);
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this.textureIndex = nbt.getInteger("skin");
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this.spells = (List<Spell>) WizardryUtilities.NBTToList(nbt.getTagList("spells", NBT.TAG_INT),
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(NBTTagInt tag) -> Spell.get(tag.getInt()));
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this.towerBlocks = new HashSet<BlockPos>(WizardryUtilities.NBTToList(nbt.getTagList("towerBlocks",
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NBT.TAG_LONG), (NBTTagLong tag) -> BlockPos.fromLong(tag.getLong())));
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}
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@Override
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protected boolean canDespawn(){
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return false;
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}
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@Override
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public boolean isTrading()
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{
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return this.getCustomer() != null;
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}
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@Override
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public void useRecipe(MerchantRecipe merchantrecipe){
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merchantrecipe.incrementToolUses();
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this.livingSoundTime = -this.getTalkInterval();
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this.playSound(SoundEvents.ENTITY_VILLAGER_YES, this.getSoundVolume(), this.getSoundPitch());
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// Achievements
|
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if (this.getCustomer() != null)
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{
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this.getCustomer().addStat(WizardryAchievements.wizard_trade);
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if(merchantrecipe.getItemToSell().getItem() instanceof ItemSpellBook
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&& Spell.get(merchantrecipe.getItemToSell().getItemDamage()).tier == Tier.MASTER){
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this.getCustomer().addStat(WizardryAchievements.buy_master_spell);
|
||||
}
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}
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||||
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||||
// Changed to a 4 in 5 chance of unlocking a new recipe.
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if(this.rand.nextInt(5) > 0){
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this.timeUntilReset = 40;
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this.updateRecipes = true;
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||||
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if (this.getCustomer() != null)
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{
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this.getCustomer().getName();
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||||
}
|
||||
else
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// This is called from the gui in order to display the recipes (no surprise there), and this is actually where
|
||||
// the initialisation is done, i.e. the trades don't actually exist until some player goes to trade with the
|
||||
// villager, at which point the first is added.
|
||||
@Override
|
||||
public MerchantRecipeList getRecipes(EntityPlayer par1EntityPlayer){
|
||||
|
||||
if(this.trades == null){
|
||||
|
||||
this.trades = new MerchantRecipeList();
|
||||
|
||||
// All wizards will buy spell books
|
||||
ItemStack anySpellBook = new ItemStack(WizardryItems.spell_book, 1, OreDictionary.WILDCARD_VALUE);
|
||||
ItemStack crystalStack = new ItemStack(WizardryItems.magic_crystal, 5);
|
||||
|
||||
// NOTE: For wizardry 1.2, increase the number of uses of this trade. The default is 7, for reference.
|
||||
this.trades.add(new MerchantRecipe(anySpellBook, crystalStack));
|
||||
|
||||
this.addRandomRecipes(3);
|
||||
}
|
||||
|
||||
return this.trades;
|
||||
}
|
||||
|
||||
/**
|
||||
* This is called once on initialisation and then once each time the wizard gains new trades (the particle thingy).
|
||||
*/
|
||||
private void addRandomRecipes(int numberOfItemsToAdd){
|
||||
|
||||
MerchantRecipeList merchantrecipelist;
|
||||
merchantrecipelist = new MerchantRecipeList();
|
||||
|
||||
for(int i=0; i<numberOfItemsToAdd; i++){
|
||||
|
||||
ItemStack itemToSell = null;
|
||||
|
||||
boolean itemAlreadySold = true;
|
||||
|
||||
Tier tier = Tier.BASIC;
|
||||
|
||||
while(itemAlreadySold){
|
||||
|
||||
itemAlreadySold = false;
|
||||
|
||||
/* New way of getting random item, by giving a chance to increase the tier which depends on how much the
|
||||
* player has already traded with the wizard. The more the player has traded with the wizard, the more
|
||||
* likely they are to get items of a higher tier. The -4 is to ignore the original 4 trades.
|
||||
* For reference, the chances are as follows:
|
||||
* Trades done Basic Apprentice Advanced Master
|
||||
* 0 50% 25% 18% 8%
|
||||
* 1 46% 25% 20% 9%
|
||||
* 2 42% 24% 22% 12%
|
||||
* 3 38% 24% 24% 14%
|
||||
* 4 34% 22% 26% 17%
|
||||
* 5 30% 21% 28% 21%
|
||||
* 6 26% 19% 30% 24%
|
||||
* 7 22% 17% 32% 28%
|
||||
* 8 18% 15% 34% 33% */
|
||||
|
||||
double tierIncreaseChance = 0.5 + 0.04*(Math.max(this.trades.size()-4, 0));
|
||||
|
||||
tier = Tier.BASIC;
|
||||
|
||||
if(rand.nextDouble() < tierIncreaseChance){
|
||||
tier = Tier.APPRENTICE;
|
||||
if(rand.nextDouble() < tierIncreaseChance){
|
||||
tier = Tier.ADVANCED;
|
||||
if(rand.nextDouble() < tierIncreaseChance*0.6){
|
||||
tier = Tier.MASTER;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
itemToSell = this.getRandomItemOfTier(tier);
|
||||
|
||||
for(Object recipe : merchantrecipelist){
|
||||
if(ItemStack.areItemStacksEqual(((MerchantRecipe)recipe).getItemToSell(), itemToSell)) itemAlreadySold = true;
|
||||
}
|
||||
|
||||
if(this.trades != null){
|
||||
for(Object recipe : this.trades){
|
||||
if(ItemStack.areItemStacksEqual(((MerchantRecipe)recipe).getItemToSell(), itemToSell)) itemAlreadySold = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Don't know how it can ever be null here, but saves it crashing.
|
||||
if(itemToSell == null) return;
|
||||
|
||||
merchantrecipelist.add(new MerchantRecipe(this.getRandomPrice(tier), new ItemStack(WizardryItems.magic_crystal, tier.ordinal()*3 + 1 + rand.nextInt(4)), itemToSell));
|
||||
}
|
||||
|
||||
Collections.shuffle(merchantrecipelist);
|
||||
|
||||
if (this.trades == null)
|
||||
{
|
||||
this.trades = new MerchantRecipeList();
|
||||
}
|
||||
|
||||
for (int j1 = 0; j1 < merchantrecipelist.size(); ++j1)
|
||||
{
|
||||
this.trades.add(merchantrecipelist.get(j1));
|
||||
}
|
||||
}
|
||||
|
||||
private ItemStack getRandomPrice(Tier tier) {
|
||||
ItemStack itemstack = null;
|
||||
switch(this.rand.nextInt(3)){
|
||||
case 0:
|
||||
itemstack = new ItemStack(Items.GOLD_INGOT, (tier.ordinal()+1)*8-1 + rand.nextInt(6));
|
||||
break;
|
||||
case 1:
|
||||
itemstack = new ItemStack(Items.DIAMOND, (tier.ordinal()+1)*4-2 + rand.nextInt(3));
|
||||
break;
|
||||
case 2:
|
||||
itemstack = new ItemStack(Items.EMERALD, (tier.ordinal()+1)*6-1 + rand.nextInt(3));
|
||||
break;
|
||||
}
|
||||
return itemstack;
|
||||
}
|
||||
|
||||
private ItemStack getRandomItemOfTier(Tier tier){
|
||||
|
||||
int randomiser;
|
||||
|
||||
// All enabled spells of the given tier
|
||||
List<Spell> spells = Spell.getSpells(new Spell.TierElementFilter(tier, null));
|
||||
// All enabled spells of the given tier that match this wizard's element
|
||||
List<Spell> specialismSpells = Spell.getSpells(new Spell.TierElementFilter(tier, this.getElement()));
|
||||
|
||||
// This code is sooooooo much neater with the new filter system!
|
||||
switch(tier){
|
||||
|
||||
case BASIC:
|
||||
randomiser = rand.nextInt(5);
|
||||
if(randomiser < 4 && !spells.isEmpty()){
|
||||
if(this.getElement() != Element.MAGIC && rand.nextInt(4) > 0 && !specialismSpells.isEmpty()){
|
||||
// This means it is more likely for spell books sold to be of the same element as the wizard if the wizard has an element.
|
||||
return new ItemStack(WizardryItems.spell_book, 1, specialismSpells.get(rand.nextInt(specialismSpells.size())).id());
|
||||
}else{
|
||||
return new ItemStack(WizardryItems.spell_book, 1, spells.get(rand.nextInt(spells.size())).id());
|
||||
}
|
||||
}else{
|
||||
if(this.getElement() != Element.MAGIC && rand.nextInt(4) > 0){
|
||||
// This means it is more likely for wands sold to be of the same element as the wizard if the wizard has an element.
|
||||
return new ItemStack(WizardryUtilities.getWand(tier, this.getElement()));
|
||||
}else{
|
||||
return new ItemStack(WizardryUtilities.getWand(tier, Element.values()[rand.nextInt(Element.values().length)]));
|
||||
}
|
||||
}
|
||||
|
||||
case APPRENTICE:
|
||||
randomiser = rand.nextInt(Wizardry.settings.discoveryMode ? 12 : 10);
|
||||
if(randomiser < 5 && !spells.isEmpty()){
|
||||
if(this.getElement() != Element.MAGIC && rand.nextInt(4) > 0 && !specialismSpells.isEmpty()){
|
||||
// This means it is more likely for spell books sold to be of the same element as the wizard if the wizard has an element.
|
||||
return new ItemStack(WizardryItems.spell_book, 1, specialismSpells.get(rand.nextInt(specialismSpells.size())).id());
|
||||
}else{
|
||||
return new ItemStack(WizardryItems.spell_book, 1, spells.get(rand.nextInt(spells.size())).id());
|
||||
}
|
||||
}else if(randomiser < 6){
|
||||
if(this.getElement() != Element.MAGIC && rand.nextInt(4) > 0){
|
||||
// This means it is more likely for wands sold to be of the same element as the wizard if the wizard has an element.
|
||||
return new ItemStack(WizardryUtilities.getWand(tier, this.getElement()));
|
||||
}else{
|
||||
return new ItemStack(WizardryUtilities.getWand(tier, Element.values()[rand.nextInt(Element.values().length)]));
|
||||
}
|
||||
}else if(randomiser < 8){
|
||||
return new ItemStack(WizardryItems.arcane_tome, 1, 1);
|
||||
}else if(randomiser < 10){
|
||||
EntityEquipmentSlot slot = WizardryUtilities.ARMOUR_SLOTS[rand.nextInt(WizardryUtilities.ARMOUR_SLOTS.length)];
|
||||
if(this.getElement() != Element.MAGIC && rand.nextInt(4) > 0){
|
||||
// This means it is more likely for armour sold to be of the same element as the wizard if the wizard has an element.
|
||||
return new ItemStack(WizardryUtilities.getArmour(this.getElement(), slot));
|
||||
}else{
|
||||
return new ItemStack(WizardryUtilities.getArmour(Element.values()[rand.nextInt(Element.values().length)], slot));
|
||||
}
|
||||
}else{
|
||||
// Don't need to check for discovery mode here since it is done above
|
||||
return new ItemStack(WizardryItems.identification_scroll);
|
||||
}
|
||||
|
||||
case ADVANCED:
|
||||
randomiser = rand.nextInt(12);
|
||||
if(randomiser < 5 && !spells.isEmpty()){
|
||||
if(this.getElement() != Element.MAGIC && rand.nextInt(4) > 0 && !specialismSpells.isEmpty()){
|
||||
// This means it is more likely for spell books sold to be of the same element as the wizard if the wizard has an element.
|
||||
return new ItemStack(WizardryItems.spell_book, 1, specialismSpells.get(rand.nextInt(specialismSpells.size())).id());
|
||||
}else{
|
||||
return new ItemStack(WizardryItems.spell_book, 1, spells.get(rand.nextInt(spells.size())).id());
|
||||
}
|
||||
}else if(randomiser < 6){
|
||||
if(this.getElement() != Element.MAGIC && rand.nextInt(4) > 0){
|
||||
// This means it is more likely for wands sold to be of the same element as the wizard if the wizard has an element.
|
||||
return new ItemStack(WizardryUtilities.getWand(tier, this.getElement()));
|
||||
}else{
|
||||
return new ItemStack(WizardryUtilities.getWand(tier, Element.values()[rand.nextInt(Element.values().length)]));
|
||||
}
|
||||
}else if(randomiser < 8){
|
||||
return new ItemStack(WizardryItems.arcane_tome, 1, 2);
|
||||
}else{
|
||||
List<Item> upgrades = new ArrayList<Item>(WandHelper.getSpecialUpgrades());
|
||||
randomiser = rand.nextInt(upgrades.size());
|
||||
return new ItemStack(upgrades.get(randomiser));
|
||||
}
|
||||
|
||||
case MASTER:
|
||||
// If a regular wizard rolls a master trade, it can only be a simple master wand or a tome of arcana
|
||||
randomiser = this.getElement() != Element.MAGIC ? rand.nextInt(8) : 5 + rand.nextInt(3);
|
||||
|
||||
if(randomiser < 5 && this.getElement() != Element.MAGIC && !specialismSpells.isEmpty()){
|
||||
// Master spells can only be sold by a specialist in that element.
|
||||
return new ItemStack(WizardryItems.spell_book, 1, specialismSpells.get(rand.nextInt(specialismSpells.size())).id());
|
||||
|
||||
}else if(randomiser < 6){
|
||||
if(this.getElement() != Element.MAGIC && rand.nextInt(4) > 0){
|
||||
// Master elemental wands can only be sold by a specialist in that element.
|
||||
return new ItemStack(WizardryUtilities.getWand(tier, this.getElement()));
|
||||
}else{
|
||||
return new ItemStack(WizardryItems.master_wand);
|
||||
}
|
||||
}else{
|
||||
return new ItemStack(WizardryItems.arcane_tome, 1, 3);
|
||||
}
|
||||
}
|
||||
|
||||
return new ItemStack(Blocks.STONE);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setProfession(VillagerProfession prof) {
|
||||
// Disables Forge's stuff.
|
||||
}
|
||||
|
||||
@Override
|
||||
public IEntityLivingData onInitialSpawn(DifficultyInstance difficulty, IEntityLivingData livingdata){
|
||||
|
||||
livingdata = super.onInitialSpawn(difficulty, livingdata);
|
||||
|
||||
textureIndex = this.rand.nextInt(6);
|
||||
|
||||
if(rand.nextBoolean()){
|
||||
this.setElement(Element.values()[rand.nextInt(Element.values().length - 1) + 1]);
|
||||
}else{
|
||||
this.setElement(Element.MAGIC);
|
||||
}
|
||||
|
||||
Element element = this.getElement();
|
||||
|
||||
// Adds armour.
|
||||
for(EntityEquipmentSlot slot : WizardryUtilities.ARMOUR_SLOTS){
|
||||
this.setItemStackToSlot(slot, new ItemStack(WizardryUtilities.getArmour(element, slot)));
|
||||
}
|
||||
|
||||
// Default chance is 0.085f, for reference.
|
||||
for(EntityEquipmentSlot slot : EntityEquipmentSlot.values()) this.setDropChance(slot, 0.0f);
|
||||
|
||||
// All wizards know magic missile, even if it is disabled.
|
||||
spells.add(Spells.magic_missile);
|
||||
|
||||
Tier maxTier = populateSpells(spells, element, 3, rand);
|
||||
|
||||
// Now done after the spells so it can take the tier into account.
|
||||
this.setItemStackToSlot(EntityEquipmentSlot.MAINHAND, new ItemStack(WizardryUtilities.getWand(maxTier, element)));
|
||||
|
||||
return livingdata;
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds n random spells to the given list. The spells will be of the given element if possible. Extracted as a
|
||||
* separate function since it was the same in both EntityWizard and EntityEvilWizard.
|
||||
* @param spells The spell list to be populated.
|
||||
* @param e The element that the spells should belong to, or {@link Element#MAGIC} for a random element each time.
|
||||
* @param n The number of spells to add.
|
||||
* @param random A random number generator to use.
|
||||
* @return The tier of the highest-tier spell that was added to the list.
|
||||
*/
|
||||
static Tier populateSpells(List<Spell> spells, Element e, int n, Random random){
|
||||
|
||||
// This is the tier of the highest tier spell added.
|
||||
Tier maxTier = Tier.BASIC;
|
||||
|
||||
List<Spell> npcSpells = Spell.getSpells(Spell.npcSpells);
|
||||
|
||||
for(int i=0; i<3; i++){
|
||||
|
||||
Tier tier;
|
||||
// If the wizard has no element, it picks a random one each time.
|
||||
Element element = e == Element.MAGIC ? Element.values()[random.nextInt(Element.values().length)] : e;
|
||||
|
||||
int randomiser = random.nextInt(20);
|
||||
|
||||
// Uses its own special weighting
|
||||
if(randomiser < 10){
|
||||
tier = Tier.BASIC;
|
||||
}else if(randomiser < 16){
|
||||
tier = Tier.APPRENTICE;
|
||||
}else{
|
||||
tier = Tier.ADVANCED;
|
||||
}
|
||||
|
||||
if(tier.ordinal() > maxTier.ordinal()) maxTier = tier;
|
||||
|
||||
// Finds all the spells of the chosen tier and element
|
||||
List<Spell> list = Spell.getSpells(new Spell.TierElementFilter(tier, element));
|
||||
// Keeps only spells which can be cast by NPCs
|
||||
list.retainAll(npcSpells);
|
||||
// Removes spells that the wizard already has
|
||||
list.removeAll(spells);
|
||||
|
||||
// Ensures the tier chosen actually has spells in it. (isEmpty() is exactly the same as size() == 0)
|
||||
if(list.isEmpty()){
|
||||
// If there are no spells applicable, tier and element restrictions are removed to give maximum
|
||||
// possibility of there being an applicable spell.
|
||||
list = npcSpells;
|
||||
// Removes spells that the wizard already has
|
||||
list.removeAll(spells);
|
||||
}
|
||||
|
||||
// If the list is still empty now, there must be less than 3 enabled spells that can be cast by wizards
|
||||
// (excluding magic missile). In this case, having empty slots seems reasonable.
|
||||
if(!list.isEmpty()) spells.add(list.get(random.nextInt(list.size())));
|
||||
|
||||
}
|
||||
|
||||
return maxTier;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void writeSpawnData(ByteBuf data){
|
||||
data.writeInt(textureIndex);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void readSpawnData(ByteBuf data){
|
||||
textureIndex = data.readInt();
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean attackEntityFrom(DamageSource source, float damage){
|
||||
|
||||
if(source.getEntity() instanceof EntityPlayer){
|
||||
((EntityPlayer)source.getEntity()).addStat(WizardryAchievements.anger_wizard);
|
||||
}
|
||||
|
||||
return super.attackEntityFrom(source, damage);
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the list of blocks that are part of this wizard's tower. If a player breaks any of these blocks, the wizard
|
||||
* will get angry and attack them.
|
||||
* @param blocks A Set of BlockPos objects representing the blocks in the tower.
|
||||
*/
|
||||
public void setTowerBlocks(Set<BlockPos> blocks){
|
||||
this.towerBlocks = blocks;
|
||||
}
|
||||
|
||||
/**
|
||||
* Tests whether the block at the given coordinates is part of this wizard's tower.
|
||||
* @param x
|
||||
* @param y
|
||||
* @param z
|
||||
* @return
|
||||
*/
|
||||
public boolean isBlockPartOfTower(BlockPos pos){
|
||||
if(this.towerBlocks == null) return false;
|
||||
// Uses .equals() rather than == so this will work fine.
|
||||
return this.towerBlocks.contains(pos);
|
||||
}
|
||||
|
||||
// EntityVillager overrides (that don't add features)
|
||||
|
||||
@Override public boolean isMating(){ return false; }
|
||||
@Override public void setMating(boolean p_70947_1_){}
|
||||
@Override public void setPlaying(boolean p_70939_1_){}
|
||||
@Override public boolean isPlaying(){ return false; }
|
||||
@Override public void setLookingForHome(){}
|
||||
// Doesn't say it, but this is in fact nullable.
|
||||
@Override public EntityVillager createChild(EntityAgeable par1EntityAgeable){ return null; }
|
||||
@SideOnly(Side.CLIENT)
|
||||
@Override public void setRecipes(MerchantRecipeList par1MerchantRecipeList){}
|
||||
@Override
|
||||
public void onStruckByLightning(EntityLightningBolt lightningBolt){
|
||||
// Restores the normal behaviour, replacing EntityVillager's witch conversion.
|
||||
this.attackEntityFrom(DamageSource.lightningBolt, 5.0F);
|
||||
// Entity's version does something strange with the private fire variable, but since I don't have access this
|
||||
// will probably be fine.
|
||||
this.setFire(8);
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user