/*
* This file is part of Vanilla.
*
* Copyright (c) 2011 Spout LLC <http://www.spout.org/>
* Vanilla is licensed under the Spout License Version 1.
*
* Vanilla is free software: you can redistribute it and/or modify it under
* the terms of the GNU Lesser General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version.
*
* In addition, 180 days after any changes are published, you can use the
* software, incorporating those changes, under the terms of the MIT license,
* as described in the Spout License Version 1.
*
* Vanilla is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for
* more details.
*
* You should have received a copy of the GNU Lesser General Public License,
* the MIT license and the Spout License Version 1 along with this program.
* If not, see <http://www.gnu.org/licenses/> for the GNU Lesser General Public
* License and see <http://spout.in/licensev1> for the full license, including
* the MIT license.
*/
package org.spout.vanilla.component.entity.living.hostile;
import org.spout.api.inventory.ItemStack;
import org.spout.vanilla.component.entity.living.Aggressive;
import org.spout.vanilla.component.entity.living.Hostile;
import org.spout.vanilla.component.entity.living.Living;
import org.spout.vanilla.component.entity.misc.Damage;
import org.spout.vanilla.component.entity.misc.DeathDrops;
import org.spout.vanilla.component.entity.misc.Health;
import org.spout.vanilla.component.entity.misc.MetadataComponent;
import org.spout.vanilla.data.Difficulty;
import org.spout.vanilla.data.VanillaData;
import org.spout.vanilla.material.VanillaMaterials;
import org.spout.vanilla.protocol.entity.creature.CreatureProtocol;
import org.spout.vanilla.protocol.entity.creature.CreatureType;
/**
* A component that identifies the entity as a Blaze.
*/
public class Blaze extends Living implements Hostile, Aggressive {
@Override
public void onAttached() {
super.onAttached();
setEntityProtocol(new CreatureProtocol(CreatureType.BLAZE));
getOwner().add(DeathDrops.class).addDrop(new ItemStack(VanillaMaterials.BLAZE_ROD, getRandom().nextInt(1))).addXpDrop((short) 10);
if (getAttachedCount() == 1) {
getOwner().add(Health.class).setSpawnHealth(20);
}
Damage damage = getOwner().add(Damage.class);
damage.getDamageLevel(Difficulty.EASY).setAmount(3);
damage.getDamageLevel(Difficulty.NORMAL).setAmount(5);
damage.getDamageLevel(Difficulty.HARD).setAmount(7);
damage.getDamageLevel(Difficulty.HARDCORE).setAmount(damage.getDamageLevel(Difficulty.HARD).getAmount());
// Add metadata associated with the aggressiveness state
getOwner().add(MetadataComponent.class).addBoolMeta(16, VanillaData.AGGRESSIVE);
}
@Override
public boolean isAggressive() {
return getData().get(VanillaData.AGGRESSIVE);
}
@Override
public void setAggressive(boolean aggro) {
getData().put(VanillaData.AGGRESSIVE, aggro);
}
}