872 lines
30 KiB
Java
872 lines
30 KiB
Java
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.WizardryAdvancementTriggers;
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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.WildcardTradeList;
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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.common.util.FakePlayer;
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import net.minecraftforge.event.world.BlockEvent;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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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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@Mod.EventBusSubscriber
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public class EntityWizard extends EntityVillager implements ISpellCaster, IEntityAdditionalSpawnData {
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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, methods
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* and fields with obfuscated names like func_129090_a can cause problems when compiled. One of the ones here was
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* renamed and the other deleted since it was never called. Watch out for this in future (unless, of course, they
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* are overriding something, in which case it should be fine). */
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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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// TODO: Perhaps we should be implementing IMerchant now instead?
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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,
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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,
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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()
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&& 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)
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.contains(EntityList.getKey(entity.getClass()).toString().toLowerCase(Locale.ROOT)))
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// ... and isn't in the blacklist ...
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&& !Arrays.asList(Wizardry.settings.summonedCreatureTargetsBlacklist)
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.contains(EntityList.getKey(entity.getClass()).toString().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,
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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
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&& !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(world.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 -
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// 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, world, d0, d1, d2, 0, 0.1F, 0,
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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){
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ItemStack stack = player.getHeldItem(hand);
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// Debugging
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// player.addChatComponentMessage(new TextComponentTranslation("wizard.debug",
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// Spell.get(spells[1]).getDisplayName(), Spell.get(spells[2]).getDisplayName(),
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// 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.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()
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&& this.getAttackTarget() != player){
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if(!this.world.isRemote){
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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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}else{
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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",
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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 WildcardTradeList(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(
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nbt.getTagList("towerBlocks", 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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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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WizardryAdvancementTriggers.wizard_trade.triggerFor(this.getCustomer());
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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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WizardryAdvancementTriggers.buy_master_spell.triggerFor(this.getCustomer());
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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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if(this.getCustomer() != null){
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this.getCustomer().getName();
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}else{
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}
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}
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}
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// This is called from the gui in order to display the recipes (no surprise there), and this is actually where
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// the initialisation is done, i.e. the trades don't actually exist until some player goes to trade with the
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// villager, at which point the first is added.
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@Override
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public MerchantRecipeList getRecipes(EntityPlayer par1EntityPlayer){
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if(this.trades == null){
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this.trades = new WildcardTradeList();
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// All wizards will buy spell books
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ItemStack anySpellBook = new ItemStack(WizardryItems.spell_book, 1, OreDictionary.WILDCARD_VALUE);
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ItemStack crystalStack = new ItemStack(WizardryItems.magic_crystal, 5);
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// NOTE: For wizardry 1.2, increase the number of uses of this trade. The default is 7, for reference.
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this.trades.add(new MerchantRecipe(anySpellBook, crystalStack));
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this.addRandomRecipes(3);
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}
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return this.trades;
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}
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/**
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* This is called once on initialisation and then once each time the wizard gains new trades (the particle thingy).
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*/
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private void addRandomRecipes(int numberOfItemsToAdd){
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MerchantRecipeList merchantrecipelist;
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merchantrecipelist = new MerchantRecipeList();
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for(int i = 0; i < numberOfItemsToAdd; i++){
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ItemStack itemToSell = ItemStack.EMPTY;
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boolean itemAlreadySold = true;
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Tier tier = Tier.BASIC;
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while(itemAlreadySold){
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itemAlreadySold = false;
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/* 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 empty here, but it's a failsafe.
|
|
if(itemToSell.isEmpty()) 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 WildcardTradeList();
|
|
}
|
|
|
|
for(int j1 = 0; j1 < merchantrecipelist.size(); ++j1){
|
|
this.trades.add(merchantrecipelist.get(j1));
|
|
}
|
|
}
|
|
|
|
// TODO: Switch all of this over to some kind of loot pool system?
|
|
|
|
private ItemStack getRandomPrice(Tier tier){
|
|
ItemStack itemstack = ItemStack.EMPTY;
|
|
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.getTrueSource() instanceof EntityPlayer){
|
|
WizardryAdvancementTriggers.anger_wizard.triggerFor((EntityPlayer)source.getTrueSource());
|
|
}
|
|
|
|
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 pos
|
|
* @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);
|
|
}
|
|
|
|
@SubscribeEvent
|
|
public static void onBlockBreakEvent(BlockEvent.BreakEvent event){
|
|
// Makes wizards angry if a player breaks a block in their tower
|
|
if(!(event.getPlayer() instanceof FakePlayer)){
|
|
|
|
List<EntityWizard> wizards = WizardryUtilities.getEntitiesWithinRadius(64, event.getPos().getX(),
|
|
event.getPos().getY(), event.getPos().getZ(), event.getWorld(), EntityWizard.class);
|
|
|
|
if(!wizards.isEmpty()){
|
|
for(EntityWizard wizard : wizards){
|
|
if(wizard.isBlockPartOfTower(event.getPos())){
|
|
wizard.setRevengeTarget(event.getPlayer());
|
|
WizardryAdvancementTriggers.anger_wizard.triggerFor(event.getPlayer());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// 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.LIGHTNING_BOLT, 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);
|
|
}
|
|
|
|
}
|