package electroblob.wizardry.entity.living; import electroblob.wizardry.registry.WizardrySounds; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.IEntityLivingData; import net.minecraft.entity.monster.EntitySlime; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.MobEffects; import net.minecraft.item.Item; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.potion.PotionEffect; import net.minecraft.util.DamageSource; import net.minecraft.util.EnumHand; import net.minecraft.util.EnumParticleTypes; import net.minecraft.util.ResourceLocation; import net.minecraft.world.DifficultyInstance; import net.minecraft.world.EnumDifficulty; import net.minecraft.world.World; import javax.annotation.Nullable; import java.util.UUID; /** As of Wizardry 1.2, this is now an ISummonedCreature like the rest of them, and it extends EntitySlime. */ public class EntityMagicSlime extends EntitySlime implements ISummonedCreature { // Field implementations private int lifetime = 200; private UUID casterUUID; // Setter + getter implementations @Override public int getLifetime(){ return lifetime; } @Override public void setLifetime(int lifetime){ this.lifetime = lifetime; } @Override public UUID getOwnerId(){ return casterUUID; } @Override public void setOwnerId(UUID uuid){ this.casterUUID = uuid; } public EntityMagicSlime(World world){ super(world); // TESTME: Should this be true or false? Has something to do with health. this.setSlimeSize(2, false); // Needs to be called before setting the experience value to 0 this.experienceValue = 0; } /** * Creates a new magic slime with the given caster and lifetime, riding the given target. * * @param world The world that the slime is in. * @param caster The entity that created the slime. * @param target The slime's victim. The slime will automatically start riding this entity. * @param lifetime The number of ticks before the slime bursts. */ public EntityMagicSlime(World world, EntityLivingBase caster, EntityLivingBase target, int lifetime){ super(world); this.setPosition(target.posX, target.posY, target.posZ); this.startRiding(target); this.setOwnerId(caster.getUniqueID()); this.setSlimeSize(2, false); // Needs to be called before setting the experience value to 0 this.experienceValue = 0; this.lifetime = lifetime; } // EntitySlime overrides @Override protected void initEntityAI(){} // Has no AI! @Override protected void dealDamage(EntityLivingBase entity){} // Handles damage itself @Override public void setDead(){ // Restores behaviour from Entity, replacing slime splitting behaviour. this.isDead = true; // Makes sure that the undoing in onUpdate won't undo this. For some reason, EntitySlime sets isDead directly // to do the peaceful despawning, which seems odd but is actually rather handy! this.setHealth(0); // Bursting effect for(int i = 0; i < 30; i++){ double x = this.posX - 0.5 + rand.nextDouble(); double y = this.posY - 0.5 + rand.nextDouble(); double z = this.posZ - 0.5 + rand.nextDouble(); this.world.spawnParticle(EnumParticleTypes.SLIME, x, y, z, (x - this.posX) * 2, (y - this.posY) * 2, (z - this.posZ) * 2); } this.playSound(WizardrySounds.ENTITY_MAGIC_SLIME_SPLAT, 2.5f, 0.6f); this.playSound(WizardrySounds.ENTITY_MAGIC_SLIME_EXPLODE, 1.0f, 0.5f); } @Override public IEntityLivingData onInitialSpawn(DifficultyInstance difficulty, @Nullable IEntityLivingData livingdata){ // Removes size randomisation IEntityLivingData data = super.onInitialSpawn(difficulty, livingdata); this.setSlimeSize(2, false); return data; } @Override public boolean attackEntityFrom(DamageSource source, float amount){ // Immune to suffocation return source == DamageSource.IN_WALL ? false : super.attackEntityFrom(source, amount); } // Implementations @Override public void setRevengeTarget(EntityLivingBase entity){ if(this.shouldRevengeTarget(entity)) super.setRevengeTarget(entity); } @Override public void onUpdate(){ super.onUpdate(); // Undoes the despawning on peaceful behaviour. I don't think there's anything in super.onUpdate that sets // isDead other than that, but it's better to do a quick sanity check just to be sure. if(this.isDead && world.getDifficulty() == EnumDifficulty.PEACEFUL && this.getHealth() > 0) this.isDead = false; // Bursts instantly rather than doing the falling over animation. if(this.getHealth() <= 0) this.setDead(); this.updateDelegate(); // Damages and slows the slime's victim or makes the slime explode if the victim is dead. if(this.getRidingEntity() != null && this.getRidingEntity() instanceof EntityLivingBase && ((EntityLivingBase)this.getRidingEntity()).getHealth() > 0){ if(this.ticksExisted % 16 == 1){ this.getRidingEntity().attackEntityFrom(DamageSource.MAGIC, 1); if(this.getRidingEntity() != null){ // Some mobs force-dismount when attacked (normally when dying) ((EntityLivingBase)this.getRidingEntity()) .addPotionEffect(new PotionEffect(MobEffects.SLOWNESS, 20, 2)); } this.playSound(WizardrySounds.ENTITY_MAGIC_SLIME_ATTACK, 1.0f, 1.0f); this.squishAmount = 0.5F; } }else{ this.setDead(); } } @Override public void onSpawn(){ } @Override public void onDespawn(){ } @Override public boolean hasParticleEffect(){ return false; } @Override public boolean hasAnimation(){ return false; } @Override protected boolean processInteract(EntityPlayer player, EnumHand hand){ // In this case, the delegate method determines whether super is called. // Rather handily, we can make use of Java's short-circuiting method of evaluating OR statements. return this.interactDelegate(player, hand) || super.processInteract(player, hand); } @Override public void writeEntityToNBT(NBTTagCompound nbttagcompound){ super.writeEntityToNBT(nbttagcompound); this.writeNBTDelegate(nbttagcompound); } @Override public void readEntityFromNBT(NBTTagCompound nbttagcompound){ super.readEntityFromNBT(nbttagcompound); this.readNBTDelegate(nbttagcompound); } // Recommended overrides @Override protected int getExperiencePoints(EntityPlayer player){ return 0; } @Override protected boolean canDropLoot(){ return false; } @Override protected Item getDropItem(){ return null; } @Override protected ResourceLocation getLootTable(){ return null; } @Override public boolean canPickUpLoot(){ return false; } // This vanilla method has nothing to do with the custom despawn() method. @Override protected boolean canDespawn(){ return getCaster() == null && getOwnerId() == null; } }