package game.entity.npc; import game.init.NameRegistry; import game.rng.Random; import game.world.World; public class EntityBloodElf extends EntityNPC { public EntityBloodElf(World worldIn) { super(worldIn); } // public boolean isAggressive() { // return this.alignment.evil && !this.alignment.lawful; // } // // public boolean isPeaceful() { // return false; // } public boolean isAggressive(Class clazz) { return (this.alignment.evil && !this.alignment.lawful) || clazz == EntityCultivator.class; } public boolean isPeaceful(Class clazz) { return !this.alignment.evil && clazz == EntityWoodElf.class; } // public boolean canInfight(Alignment align) { // return this.alignment.chaotic; // } // // public boolean canMurder(Alignment align) { // return false; // } public boolean canUseMagic() { return true; } // public int getBaseEnergy(Random rand) { // return rand.range(12, 28); // } public int getBaseHealth(Random rand) { return rand.range(24, 26); } public float getHeightDeviation(Random rand) { return rand.frange(-0.1f, 0.3f); } public Alignment getNaturalAlign(Random rand) { return rand.chance(50) ? (rand.chance(8) ? (rand.chance(5) ? Alignment.CHAOTIC : Alignment.LAWFUL) : Alignment.NEUTRAL) : (rand.chance(5) ? Alignment.EVIL : Alignment.LAWFUL_EVIL); } public NameRegistry getNameType() { return NameRegistry.ELVEN; } }