Add config option to treat passive creatures as allies

This commit is contained in:
Electroblob77
2020-05-22 17:34:07 +01:00
parent 6696be59a4
commit ddcaffc1b1
4 changed files with 27 additions and 4 deletions
@@ -4,10 +4,7 @@ import electroblob.wizardry.Wizardry;
import electroblob.wizardry.data.WizardData;
import electroblob.wizardry.registry.WizardryPotions;
import electroblob.wizardry.spell.MindControl;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.IEntityOwnable;
import net.minecraft.entity.*;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraftforge.common.util.FakePlayer;
@@ -123,6 +120,14 @@ public final class AllyDesignationSystem {
// I really shouldn't need to do this, but fake players seem to break stuff...
if(target instanceof FakePlayer) return false;
// Use a positive check for these rather than a negative check for monsters, because we only want mobs
// that are definitely passive
if(Wizardry.settings.passiveMobsAreAllies && (target.isCreatureType(EnumCreatureType.AMBIENT, false)
|| target.isCreatureType(EnumCreatureType.CREATURE, false)
|| target.isCreatureType(EnumCreatureType.WATER_CREATURE, false))){
return false;
}
// Tests whether the target is a creature that was summoned by the attacker
// if(target instanceof ISummonedCreature && ((ISummonedCreature)target).getCaster() == attacker){
// return false;