This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
38 lines
1.1 KiB
C++
38 lines
1.1 KiB
C++
#include "stdafx.h"
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#include "net.minecraft.world.entity.ai.village.h"
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#include "net.minecraft.world.entity.animal.h"
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#include "DefendVillageTargetGoal.h"
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DefendVillageTargetGoal::DefendVillageTargetGoal(VillagerGolem *golem) : TargetGoal(golem, false, true)
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{
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this->golem = golem;
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setRequiredControlFlags(TargetGoal::TargetFlag);
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}
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bool DefendVillageTargetGoal::canUse()
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{
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shared_ptr<Village> village = golem->getVillage();
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if (village == NULL) return false;
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potentialTarget = weak_ptr<LivingEntity>(village->getClosestAggressor(dynamic_pointer_cast<LivingEntity>(golem->shared_from_this())));
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shared_ptr<LivingEntity> potTarget = potentialTarget.lock();
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if (!canAttack(potTarget, false))
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{
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// look for bad players
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if (mob->getRandom()->nextInt(20) == 0)
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{
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potentialTarget = village->getClosestBadStandingPlayer(dynamic_pointer_cast<LivingEntity>(golem->shared_from_this() ));
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return canAttack(potTarget, false);
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}
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return false;
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}
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else
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{
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return true;
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}
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}
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void DefendVillageTargetGoal::start()
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{
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golem->setTarget(potentialTarget.lock());
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TargetGoal::start();
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} |