package mods.tinker.tconstruct.entity; import java.util.ArrayList; import java.util.Random; import mods.tinker.common.fancyitem.FancyEntityItem; import mods.tinker.tconstruct.ai.CoreAI; import net.minecraft.entity.EntityCreature; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.inventory.IInventory; import net.minecraft.item.ItemStack; import net.minecraft.world.World; public class GolemBase extends EntityCreature { public String creator; public int maxHealth = 20; public int baseAttack; public boolean paused; float bodyHeight; float bodyWidth; int movementType; protected ItemStack[] inventory; protected FancyEntityItem coreItem; public ArrayList aiList = new ArrayList(); public GolemBase(World world) { super(world); this.texture = "/terrain.png"; //setInitialStats(); } @Override public int getMaxHealth () { //Workaround for dying on spawn if (maxHealth == 0) return 20; return maxHealth; } @Override public void initCreature () { //maxHealth = 20; baseAttack = 3; paused = false; inventory = new ItemStack[0]; } /* AI */ public void addCoreAI (CoreAI ai, boolean flag) { aiList.add(ai); } protected void updateWanderPath () { if (!paused) super.updateWanderPath(); } protected void coreRoutine () { } protected void guardRoutine () { } protected void followRoutine () { } protected void protectRoutine () { } /* Types */ public void setTraits () { } /* Other */ protected boolean canDespawn () { return false; } /* Effects */ public void sparkle () { Random random = worldObj.rand; double d = (double) ((float) posX + random.nextFloat() * 2.0F) - 1.0D; double d1 = (float) posY + random.nextFloat() * (float) bodyHeight; double d2 = (double) ((float) posZ + random.nextFloat() * 2.0F) - 1.0D; double d3 = (double) ((float) posX + random.nextFloat() * 2.0F) - 1.0D; double d4 = (float) posY + random.nextFloat() * (float) bodyHeight; double d5 = (double) ((float) posZ + random.nextFloat() * 2.0F) - 1.0D; switch (0) //(state) { case 0: worldObj.spawnParticle("reddust", d, d1, d2, 0.0D, 1.0D, 0.0D); worldObj.spawnParticle("reddust", d3, d4, d5, 0.0D, 1.0D, 0.0D); break; case 1: worldObj.spawnParticle("reddust", d, d1, d2, -1D, 0.0D, 1.0D); worldObj.spawnParticle("reddust", d3, d4, d5, -1D, 0.0D, 1.0D); break; case 2: worldObj.spawnParticle("reddust", d, d1, d2, 1.0D, 0.0D, 0.0D); worldObj.spawnParticle("reddust", d3, d4, d5, 1.0D, 0.0D, 0.0D); break; case 3: worldObj.spawnParticle("reddust", d, d1, d2, 1.0D, 1.0D, 1.0D); worldObj.spawnParticle("reddust", d3, d4, d5, 1.0D, 1.0D, 1.0D); break; case 4: worldObj.spawnParticle("reddust", d, d1, d2, 0.46000000000000002D, 0.28999999999999998D, 0.19D); worldObj.spawnParticle("reddust", d3, d4, d5, 0.46000000000000002D, 0.28999999999999998D, 0.19D); break; } } public void sparkle (double d, double d1, double d2) { Random random = worldObj.rand; double d3 = (double) ((float) posX + random.nextFloat() * 2.0F) - 1.0D; double d4 = (float) posY + random.nextFloat() * (float) bodyHeight; double d5 = (double) ((float) posZ + random.nextFloat() * 2.0F) - 1.0D; double d6 = (double) ((float) posX + random.nextFloat() * 2.0F) - 1.0D; double d7 = (float) posY + random.nextFloat() * (float) bodyHeight; double d8 = (double) ((float) posZ + random.nextFloat() * 2.0F) - 1.0D; worldObj.spawnParticle("reddust", d3, d4, d5, d, d1, d2); worldObj.spawnParticle("reddust", d6, d7, d8, d, d1, d2); } public void shineRadius (float f, double d, double d1, double d2) { shineRadius(f, d, d1, d2, 2, "reddust"); } public void shineRadius (float f, double d, double d1, double d2, int i, String s) { d++; Random random = new Random(); float f1 = 0.7F; float f2 = bodyHeight / 5; for (int j = 1; j <= 2; j++) { float f3 = f / (float) j; for (double d3 = 0.0D; d3 < 1.5707963D; d3 += 0.10000000000000001D) { float f4 = (float) ((double) f3 * Math.cos(d3)); float f5 = (float) ((double) f3 * Math.sin(d3)); for (int k = 0; k < i; k++) { worldObj.spawnParticle(s, ((float) posX + f4 + random.nextFloat() * f1) - 0.5F, (float) posY + f2, ((float) posZ + f5 + random.nextFloat() * f1) - 0.5F, d, d1, d2); } for (int l = 0; l < i; l++) { worldObj.spawnParticle(s, (((float) posX - f4) + random.nextFloat() * f1) - 0.5F, (float) posY + f2, ((float) posZ + f5 + random.nextFloat() * f1) - 0.5F, d, d1, d2); } for (int i1 = 0; i1 < i; i1++) { worldObj.spawnParticle(s, ((float) posX + f4 + random.nextFloat() * f1) - 0.5F, (float) posY + f2, (((float) posZ - f5) + random.nextFloat() * f1) - 0.5F, d, d1, d2); } for (int j1 = 0; j1 < i; j1++) { worldObj.spawnParticle(s, (((float) posX - f4) + random.nextFloat() * f1) - 0.5F, (float) posY + f2, (((float) posZ - f5) + random.nextFloat() * f1) - 0.5F, d, d1, d2); } } } } public void shineRadius (float f, double d, double d1, double d2, boolean flag) { d--; Random random = new Random(); float f1 = 0.7F; float f2 = f; String s = "reddust"; float f3 = (float) bodyHeight / 5F; for (double d3 = 0.0D; d3 < 1.5707963D; d3 += 0.20000000000000001D) { float f4 = (float) Math.sin(d3); float f5 = (float) Math.cos(d3); float f6 = f2 * f4; for (double d4 = 0.0D; d4 < 1.5707963D; d4 += 0.20000000000000001D) { float f7 = (float) Math.sin(d4); float f8 = (float) Math.cos(d4); float f9 = f2 * f8 * f5; float f10 = f2 * f7 * f5; worldObj.spawnParticle(s, ((float) posX + f9 + random.nextFloat() * f1) - 0.5F, (float) posY + f3 + f6 + random.nextFloat() * f1, ((float) posZ + f10 + random.nextFloat() * f1) - 0.5F, d, d1, d2); worldObj.spawnParticle(s, (((float) posX - f9) + random.nextFloat() * f1) - 0.5F, (float) posY + f3 + f6 + random.nextFloat() * f1, ((float) posZ + f10 + random.nextFloat() * f1) - 0.5F, d, d1, d2); worldObj.spawnParticle(s, ((float) posX + f9 + random.nextFloat() * f1) - 0.5F, (float) posY + f3 + f6 + random.nextFloat() * f1, (((float) posZ - f10) + random.nextFloat() * f1) - 0.5F, d, d1, d2); worldObj.spawnParticle(s, (((float) posX - f9) + random.nextFloat() * f1) - 0.5F, (float) posY + f3 + f6 + random.nextFloat() * f1, (((float) posZ - f10) + random.nextFloat() * f1) - 0.5F, d, d1, d2); } } } }