/** Returns whether the EntityAIBase should begin execution. */ @SuppressWarnings("unchecked") @Override public boolean shouldExecute() { EntityLivingBase entitylivingbase = this.attacker.getAttackTarget(); if (entitylivingbase == null) { return false; } else if (!entitylivingbase.isEntityAlive()) { return false; } else if (this.classTarget != null && !this.classTarget.isAssignableFrom(entitylivingbase.getClass())) { return false; } else if (this.worldObj.isDaytime()) { return false; } else { if (--this.field_75445_i <= 0) { this.entityPathEntity = this.attacker.getNavigator().getPathToEntityLiving(entitylivingbase); this.field_75445_i = 4 + this.attacker.getRNG().nextInt(7); return this.entityPathEntity != null; } else { return true; } } }
@Override public boolean shouldExecute() { EntityLivingBase entitylivingbase = attacker.getAttackTarget(); if (entitylivingbase == null) return false; else if (!entitylivingbase.isEntityAlive()) return false; else if (classTarget != null && !classTarget.isAssignableFrom(entitylivingbase.getClass())) return false; else if (--findAttemptCount <= 0) { entityPathEntity = attacker.getNavigator().getPathToEntityLiving(entitylivingbase); findAttemptCount = 4 + attacker.getRNG().nextInt(7); return entityPathEntity != null; } else return true; }
/** Returns whether an in-progress EntityAIBase should continue executing */ @Override public boolean continueExecuting() { EntityLivingBase entitylivingbase = this.attacker.getAttackTarget(); return entitylivingbase == null ? false : (!entitylivingbase.isEntityAlive() ? false : (!this.longMemory ? !this.attacker.getNavigator().noPath() : this.attacker.isWithinHomeDistance( MathHelper.floor_double(entitylivingbase.posX), MathHelper.floor_double(entitylivingbase.posY), MathHelper.floor_double(entitylivingbase.posZ)))); }
/** Returns whether the EntityAIBase should begin execution. */ public boolean shouldExecute() { EntityLivingBase entitylivingbase = this.spirit.getAttackTarget(); return entitylivingbase != null && entitylivingbase.isEntityAlive(); }
/* * Tick毎に呼ばれる更新処理。 * 速度の更新、衝突判定などをここで行う。 */ @Override public void onUpdate() { super.onUpdate(); livingTimeCount++; // その1、爆発処理 byte exp = this.isExploded(); if (exp == 1) { this.setDead(); } else if (exp > 1) { AMTLogger.debugInfo("current explode int :" + exp); this.worldObj.spawnParticle( "hugeexplosion", this.posX, this.posY + 1.0D, this.posZ, this.motionX, this.motionY, this.motionZ); exp--; this.setTimeCount(exp); } // その2、アクティブか否か if (livingTimeCount > 3 && !this.active) { this.active = true; this.setActive((byte) 1); this.playSound("defeatedcrow:knock", 0.5F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F)); } boolean explode = false; // 以降、アクティブか否かで動作が変わる。 if (this.active) { double dx = -(double) (MathHelper.sin(this.rotationYaw / 180.0F * (float) Math.PI)); double dz = -(double) (MathHelper.cos(this.rotationYaw / 180.0F * (float) Math.PI)); for (int i = 0; i < 4; ++i) { this.worldObj.spawnParticle( "crit", this.posX + dx, this.posY, this.posZ + dz, -this.motionX, -this.motionY + 0.2D, -this.motionZ); } } // 直前のパラメータと新パラメータを一致させているところ。 // また、速度に応じてエンティティの向きを調整し、常に進行方向に前面が向くようにしている。 if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F) { float f = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); this.prevRotationYaw = this.rotationYaw = (float) (Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float) (Math.atan2(this.motionY, f) * 180.0D / Math.PI); } // 激突したブロックを確認している Block i = this.worldObj.getBlock(this.xTile, this.yTile, this.zTile); boolean air = this.worldObj.isAirBlock(xTile, yTile, zTile); // 空気じゃないブロックに当たった&ブロック貫通エンティティでない時 if (i != null && i.getMaterial() != Material.air) { i.setBlockBoundsBasedOnState(this.worldObj, this.xTile, this.yTile, this.zTile); AxisAlignedBB axisalignedbb = i.getCollisionBoundingBoxFromPool(this.worldObj, this.xTile, this.yTile, this.zTile); // 当たり判定に接触しているかどうか if (axisalignedbb != null && axisalignedbb.isVecInside(Vec3.createVectorHelper(this.posX, this.posY, this.posZ))) { this.inGround = true; } } // 空気じゃないブロックに当たった if (this.inGround) { Block j = this.worldObj.getBlock(this.xTile, this.yTile, this.zTile); int k = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile); /* * 前のTickに確認した埋まりブロックのIDとメタを照合している。違ったら埋まり状態を解除、一致したら埋まり状態を継続。 * /* 埋まり状態2tick継続でこのエンティティを消す */ if (j == this.inTile && k == this.inData) { ++this.ticksInGround; // ブロック貫通の場合、20tick(1秒間)はブロック中にあっても消えないようになる。 int limit = 2; if (this.ticksInGround > limit) { explode = true; } } else // 埋まり状態の解除処理 { this.inGround = false; this.motionX *= this.rand.nextFloat() * 0.1F; this.motionY *= this.rand.nextFloat() * 0.1F; this.motionZ *= this.rand.nextFloat() * 0.1F; this.ticksInGround = 0; this.ticksInAir = 0; } } else // 埋まってない時。速度の更新。 { ++this.ticksInAir; // ブロックとの衝突判定 Vec3 vec3 = Vec3.createVectorHelper(this.posX, this.posY, this.posZ); Vec3 vec31 = Vec3.createVectorHelper( this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ); MovingObjectPosition movingobjectposition = this.worldObj.func_147447_a(vec3, vec31, false, true, false); vec3 = Vec3.createVectorHelper(this.posX, this.posY, this.posZ); vec31 = Vec3.createVectorHelper( this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ); // ブロックに当たった if (movingobjectposition != null) { vec31 = Vec3.createVectorHelper( movingobjectposition.hitVec.xCoord, movingobjectposition.hitVec.yCoord, movingobjectposition.hitVec.zCoord); } // Entityとの衝突判定。 List list = this.worldObj.getEntitiesWithinAABBExcludingEntity( this, this.boundingBox .addCoord(this.motionX, this.motionY, this.motionZ) .expand(1.0D, 1.0D, 1.0D)); double d0 = 0.0D; int l; float f1; MovingObjectPosition entityTarget = null; // 1ブロック分の範囲内にいるエンティティ全てに対して繰り返す for (l = 0; l < list.size(); ++l) { Entity entity1 = (Entity) list.get(l); Entity entity = null; // ターゲットの場合 if (entity1 instanceof EntityLivingBase || entity1 instanceof EntityDragonPart) { f1 = 0.3F; AxisAlignedBB axisalignedbb1 = entity1.boundingBox.expand(f1, f1, f1); MovingObjectPosition movingobjectposition1 = axisalignedbb1.calculateIntercept(vec3, vec31); if (movingobjectposition1 != null) { double d1 = vec3.distanceTo(movingobjectposition1.hitVec); if (d1 < d0 || d0 == 0.0D) { // arrowと異なり、あたったEntityすべてをリストに入れる entityTarget = new MovingObjectPosition(entity1); d0 = d1; break; } } } } /* * 当たったエンティティそれそれについての判定部分。 * ここで特定の種類のエンティティに当たらないようにできる。 */ boolean canAttack = false; if (entityTarget != null) { Entity target = entityTarget.entityHit; if (target instanceof EntityPlayer) { // プレイヤーに当たった時 EntityPlayer entityplayer = (EntityPlayer) target; if (entityplayer.capabilities.disableDamage || this.shootingEntity instanceof EntityPlayer && !((EntityPlayer) this.shootingEntity).canAttackPlayer(entityplayer)) { // PvPが許可されていないと当たらない canAttack = false; } else if (entityplayer == this.shootingEntity) { // 対象が撃った本人の場合も当たらない canAttack = false; } else if (DCsConfig.PvPProhibitionMode && entityplayer instanceof EntityPlayer) { canAttack = false; } } else if (target instanceof EntityTameable || target instanceof EntityHorse) { // 事故防止の為、EntityTameable(犬や猫などのペット)、馬にも当たらないようにする canAttack = false; } else { canAttack = true; } } float f2; float f3; // 当たったあとの処理 // まずはリストから if (canAttack) { Entity target = entityTarget.entityHit; int i1 = MathHelper.ceiling_double_int(1.0D * this.damage); // 0~2程度の乱数値を上乗せ i1 += this.rand.nextInt(3); DamageSource damagesource = null; // 別メソッドでダメージソースを確認 damagesource = this.thisDamageSource(this.shootingEntity); // バニラ矢と同様、このエンティティが燃えているなら対象に着火することも出来る if (this.isBurning() && !(target instanceof EntityEnderman)) { target.setFire(5); } else if (target instanceof IProjectile) { // 対象が矢などの飛翔Entityの場合、打ち消すことが出来る target.setDead(); } else { // ダメージを与える処理を呼ぶ if (target.attackEntityFrom(damagesource, i1)) { // ダメージを与えることに成功したら以下の処理を行う if (target instanceof EntityLivingBase) { EntityLivingBase entitylivingbase = (EntityLivingBase) target; // ノックバック if (this.knockbackStrength > 0) { f3 = MathHelper.sqrt_double( this.motionX * this.motionX + this.motionZ * this.motionZ); if (f3 > 0.0F) { // Y方向に大きめに打ち上げる target.addVelocity( this.motionX * this.knockbackStrength * 0.2000000238418579D / f3, 0.3D, this.motionZ * this.knockbackStrength * 0.2000000238418579D / f3); } } // 無敵時間はなし target.hurtResistantTime = 0; // マルチプレイ時に、両者がプレイヤーだった時のパケット送信処理 if (this.shootingEntity != null && target != this.shootingEntity && target instanceof EntityPlayer && this.shootingEntity instanceof EntityPlayerMP) { ((EntityPlayerMP) this.shootingEntity) .playerNetServerHandler.sendPacket(new S2BPacketChangeGameState(6, 0.0F)); } } // ここでヒット時の効果音がなる this.playSound("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F)); // 当たったあと、弾を消去する。エンティティ貫通がONの弾種はそのまま残す。 explode = true; } } } if (movingobjectposition != null) // blockのみ { this.xTile = movingobjectposition.blockX; this.yTile = movingobjectposition.blockY; this.zTile = movingobjectposition.blockZ; this.inTile = this.worldObj.getBlock(this.xTile, this.yTile, this.zTile); this.inData = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile); this.motionX = ((float) (movingobjectposition.hitVec.xCoord - this.posX)); this.motionY = ((float) (movingobjectposition.hitVec.yCoord - this.posY)); this.motionZ = ((float) (movingobjectposition.hitVec.zCoord - this.posZ)); f2 = MathHelper.sqrt_double( this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ); this.posX -= this.motionX / f2 * 0.05000000074505806D; this.posY -= this.motionY / f2 * 0.05000000074505806D; this.posZ -= this.motionZ / f2 * 0.05000000074505806D; this.playSound("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F)); this.inGround = true; if (this.inTile != null) { // Block側に衝突を伝える this.inTile.onEntityCollidedWithBlock( this.worldObj, this.xTile, this.yTile, this.zTile, this); } } } // さいごに爆発処理 int live = (targetEntity != null && targetEntity.isEntityAlive()) ? 10 : 600; if (explode || this.livingTimeCount > live) { if (this.isExploded() == 0) { AMTLogger.debugInfo("explosion"); this.setExplosion(); if (!DCsConfig.disableMissileExplosion && !worldObj.isRemote) { float f = 5.0F; CustomExplosion explosion = new CustomExplosion( worldObj, this, shootingEntity, this.posX, this.posY, this.posZ, f, CustomExplosion.Type.Anchor, true); explosion.doExplosion(); } } } // 追尾 if (active) { if (targetEntity != null && targetEntity.isEntityAlive()) { double dx = targetEntity.posX - this.posX; double dy = targetEntity.boundingBox.minY + (targetEntity.height / 2.0D) - this.posY; double dz = targetEntity.posZ - this.posZ; double d3 = MathHelper.sqrt_double(dx * dx + dz * dz); if (d3 >= 1.0E-7D) { float f4 = (float) d3 * 0.2F; double dy2 = dy + f4; float ff = MathHelper.sqrt_double(dx * dx + dy2 * dy2 + dz * dz); dx /= ff; dy /= ff; dz /= ff; this.motionX = (this.motionX + dx) / 2; this.motionY = (this.motionY + dy) / 2; this.motionZ = (this.motionZ + dz) / 2; this.motionX *= 1.25D; this.motionY *= 1.25D; this.motionZ *= 1.25D; } } } // 直前のパラメータと新パラメータを一致させているところ。 // また、速度に応じてエンティティの向きを調整し、常に進行方向に前面が向くようにしている。 if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F) { float f = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); this.prevRotationYaw = this.rotationYaw = (float) (Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float) (Math.atan2(this.motionY, f) * 180.0D / Math.PI); } // 改めてポジションに速度を加算。向きも更新。 this.posX += this.motionX; this.posY += this.motionY; this.posZ += this.motionZ; float f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); this.rotationYaw = (float) (Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI); this.rotationPitch = (float) (Math.atan2(this.motionY, f2) * 180.0D / Math.PI); while (this.rotationPitch - this.prevRotationPitch < -180.0F) { this.prevRotationPitch -= 360.0F; } while (this.rotationPitch - this.prevRotationPitch >= 180.0F) { this.prevRotationPitch += 360.0F; } while (this.rotationYaw - this.prevRotationYaw < -180.0F) { this.prevRotationYaw -= 360.0F; } while (this.rotationYaw - this.prevRotationYaw >= 180.0F) { this.prevRotationYaw += 360.0F; } this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F; this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F; // 水中に有る if (this.isInWater()) { // 泡パーティクルが出る for (int j1 = 0; j1 < 4; ++j1) { float f3 = 0.25F; this.worldObj.spawnParticle( "bubble", this.posX - this.motionX * f3, this.posY - this.motionY * f3, this.posZ - this.motionZ * f3, this.motionX, this.motionY, this.motionZ); } } this.setPosition(this.posX, this.posY, this.posZ); this.func_145775_I(); }
protected void updateAITasks() { int i; if (this.func_82212_n() > 0) { i = this.func_82212_n() - 1; if (i <= 0) { this.worldObj.newExplosion( this, this.posX, this.posY + (double) this.getEyeHeight(), this.posZ, 7.0F, false, this.worldObj.getGameRules().getGameRuleBooleanValue("mobGriefing")); this.worldObj.playBroadcastSound( 1013, (int) this.posX, (int) this.posY, (int) this.posZ, 0); } this.func_82215_s(i); if (this.ticksExisted % 10 == 0) { this.heal(10.0F); } } else { super.updateAITasks(); int i1; for (i = 1; i < 3; ++i) { if (this.ticksExisted >= this.field_82223_h[i - 1]) { this.field_82223_h[i - 1] = this.ticksExisted + 10 + this.rand.nextInt(10); if (this.worldObj.difficultySetting == EnumDifficulty.NORMAL || this.worldObj.difficultySetting == EnumDifficulty.HARD) { int k2 = i - 1; int l2 = this.field_82224_i[i - 1]; this.field_82224_i[k2] = this.field_82224_i[i - 1] + 1; if (l2 > 15) { float f = 10.0F; float f1 = 5.0F; double d0 = MathHelper.getRandomDoubleInRange( this.rand, this.posX - (double) f, this.posX + (double) f); double d1 = MathHelper.getRandomDoubleInRange( this.rand, this.posY - (double) f1, this.posY + (double) f1); double d2 = MathHelper.getRandomDoubleInRange( this.rand, this.posZ - (double) f, this.posZ + (double) f); this.func_82209_a(i + 1, d0, d1, d2, true); this.field_82224_i[i - 1] = 0; } } i1 = this.getWatchedTargetId(i); if (i1 > 0) { Entity entity = this.worldObj.getEntityByID(i1); if (entity != null && entity.isEntityAlive() && this.getDistanceSqToEntity(entity) <= 900.0D && this.canEntityBeSeen(entity)) { this.func_82216_a(i + 1, (EntityLivingBase) entity); this.field_82223_h[i - 1] = this.ticksExisted + 40 + this.rand.nextInt(20); this.field_82224_i[i - 1] = 0; } else { this.func_82211_c(i, 0); } } else { List list = this.worldObj.selectEntitiesWithinAABB( EntityLivingBase.class, this.boundingBox.expand(20.0D, 8.0D, 20.0D), attackEntitySelector); for (int k1 = 0; k1 < 10 && !list.isEmpty(); ++k1) { EntityLivingBase entitylivingbase = (EntityLivingBase) list.get(this.rand.nextInt(list.size())); if (entitylivingbase != this && entitylivingbase.isEntityAlive() && this.canEntityBeSeen(entitylivingbase)) { if (entitylivingbase instanceof EntityPlayer) { if (!((EntityPlayer) entitylivingbase).capabilities.disableDamage) { this.func_82211_c(i, entitylivingbase.getEntityId()); } } else { this.func_82211_c(i, entitylivingbase.getEntityId()); } break; } list.remove(entitylivingbase); } } } } if (this.getAttackTarget() != null) { this.func_82211_c(0, this.getAttackTarget().getEntityId()); } else { this.func_82211_c(0, 0); } if (this.field_82222_j > 0) { --this.field_82222_j; if (this.field_82222_j == 0 && this.worldObj.getGameRules().getGameRuleBooleanValue("mobGriefing")) { i = MathHelper.floor_double(this.posY); i1 = MathHelper.floor_double(this.posX); int j1 = MathHelper.floor_double(this.posZ); boolean flag = false; for (int l1 = -1; l1 <= 1; ++l1) { for (int i2 = -1; i2 <= 1; ++i2) { for (int j = 0; j <= 3; ++j) { int j2 = i1 + l1; int k = i + j; int l = j1 + i2; Block block = this.worldObj.getBlock(j2, k, l); if (!block.isAir(worldObj, j2, k, l) && block.canEntityDestroy(worldObj, j2, k, l, this)) { flag = this.worldObj.func_147480_a(j2, k, l, true) || flag; } } } } if (flag) { this.worldObj.playAuxSFXAtEntity( (EntityPlayer) null, 1012, (int) this.posX, (int) this.posY, (int) this.posZ, 0); } } } if (this.ticksExisted % 20 == 0) { this.heal(1.0F); } } }