package common.ai; import common.entity.Entity; import common.entity.types.EntityLiving; import common.world.WorldServer; public class EntityAIWatchClosest extends EntityAIBase { protected EntityLiving theWatcher; /** The closest entity which is being watched by this one. */ protected Entity closestEntity; /** This is the Maximum distance that the AI will look for the Entity */ protected float maxDistanceForPlayer; private int lookTime; private float chance; protected Class watchedClass; public EntityAIWatchClosest(EntityLiving entitylivingIn, Class watchTargetClass, float maxDistance) { this.theWatcher = entitylivingIn; this.watchedClass = watchTargetClass; this.maxDistanceForPlayer = maxDistance; this.chance = 0.02F; this.setMutexBits(2); } public EntityAIWatchClosest(EntityLiving entitylivingIn, Class watchTargetClass, float maxDistance, float chanceIn) { this.theWatcher = entitylivingIn; this.watchedClass = watchTargetClass; this.maxDistanceForPlayer = maxDistance; this.chance = chanceIn; this.setMutexBits(2); } /** * Returns whether the EntityAIBase should begin execution. */ public boolean shouldExecute() { if (this.theWatcher.getRNG().floatv() >= this.chance) { return false; } else { if (this.theWatcher.getAttackTarget() != null) { this.closestEntity = this.theWatcher.getAttackTarget(); } if (this.watchedClass == null) { this.closestEntity = this.theWatcher.worldObj.getClosestPlayerToEntity(this.theWatcher, (double)this.maxDistanceForPlayer); } else { this.closestEntity = ((WorldServer)this.theWatcher.worldObj).findNearestEntityWithinAABB(this.watchedClass, this.theWatcher.getEntityBoundingBox().expand((double)this.maxDistanceForPlayer, 3.0D, (double)this.maxDistanceForPlayer), this.theWatcher); } return this.closestEntity != null; } } /** * Returns whether an in-progress EntityAIBase should continue executing */ public boolean continueExecuting() { return !this.closestEntity.isEntityAlive() ? false : (this.theWatcher.getDistanceSqToEntity(this.closestEntity) > (double)(this.maxDistanceForPlayer * this.maxDistanceForPlayer) ? false : this.lookTime > 0); } /** * Execute a one shot task or start executing a continuous task */ public void startExecuting() { this.lookTime = 40 + this.theWatcher.getRNG().zrange(40); } /** * Resets the task */ public void resetTask() { this.closestEntity = null; } /** * Updates the task */ public void updateTask() { this.theWatcher.getLookHelper().setLookPosition(this.closestEntity.posX, this.closestEntity.posY + (double)this.closestEntity.getEyeHeight(), this.closestEntity.posZ, 10.0F, (float)this.theWatcher.getVerticalFaceSpeed()); --this.lookTime; } }