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cn.nukkit.entity.passive.EntityVillager Maven / Gradle / Ivy

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package cn.nukkit.entity.passive;

import cn.nukkit.Player;
import cn.nukkit.api.PowerNukkitOnly;
import cn.nukkit.api.PowerNukkitXOnly;
import cn.nukkit.api.Since;
import cn.nukkit.entity.EntityAgeable;
import cn.nukkit.entity.EntityCreature;
import cn.nukkit.entity.data.IntEntityData;
import cn.nukkit.entity.data.LongEntityData;
import cn.nukkit.inventory.InventoryHolder;
import cn.nukkit.inventory.TradeInventory;
import cn.nukkit.item.Item;
import cn.nukkit.level.format.FullChunk;
import cn.nukkit.math.Vector3;
import cn.nukkit.nbt.SNBTParser;
import cn.nukkit.nbt.tag.CompoundTag;
import cn.nukkit.nbt.tag.ListTag;
import cn.nukkit.nbt.tag.Tag;
import cn.nukkit.utils.RecipeBuildUtils;

import java.util.concurrent.ThreadLocalRandom;

public class EntityVillager extends EntityCreature implements InventoryHolder, EntityNPC, EntityAgeable {

    public static final int NETWORK_ID = 115;
    /**
     * 代表交易配方
     */
    public final ListTag recipes = new ListTag<>("Recipes");
    /**
     * 用于控制村民的等级成长所需要的经验
     * 例如[0,10,20,30,40] 村民达到1级所需经验0,2级为10,这里的经验是{@link EntityVillager#tradeExp}.
     */
    public int[] tierExpRequirement;
    @PowerNukkitXOnly
    @Since("1.19.21-r1")
    protected TradeInventory inventory;
    /**
     * 用于控制该村民是否可以交易
     */
    protected Boolean canTrade;
    /**
     * 代表交易UI上方所显示的名称,在原版为村民的职业名
     */
    protected String displayName;
    /**
     * 代表村民当前的交易等级
     */
    protected int tradeTier;
    /**
     * 代表村民所允许的最大交易等级
     */
    protected int maxTradeTier;
    /**
     * 代表当前村民的经验,不允许为负数
     */
    protected int tradeExp;
    /**
     * 代表村民的职业
* 0 generic 普通
* 1 farmer 农民
* 2 fisherman 渔民
* 3 shepherd 牧羊人
* 4 fletcher 制箭师
* 5 librarian 图书管理员
* 6 cartographer 制图师
* 7 cleric 牧师
* 8 armor 盔甲匠
* 9 weapon 武器匠
* 10 tool 工具匠
* 11 butcher 屠夫
* 12 butcher 皮匠
* 13 mason 石匠
* 14 nitwit 傻子
*/ protected int profession; {//todo 移除这些,实现原版随机村民 var input1 = Item.fromString("minecraft:string"); var input12 = Item.fromString("minecraft:emerald"); input1.setCount(20); input12.setCount(2); var output1 = Item.fromString("minecraft:iron_sword"); output1.setCount(1); output1.setNamedTag(SNBTParser.parse(""" { "Damage": 0, "ench": [ { "id": 17s, "lvl": 2s }, { "id": 9s, "lvl": 2s } ] } """)); var input2 = Item.fromString("minecraft:emerald"); input2.setCount(1); var output2 = Item.fromString("minecraft:string"); output2.setCount(20); this.recipes.add(RecipeBuildUtils.of(input1, input12, output1) .setMaxUses(16) .setPriceMultiplierA(0.05f) .setRewardExp((byte) 1) .setTier(1) .setTraderExp(2) .build()) .add(RecipeBuildUtils.of(input2, output2) .setMaxUses(16) .setPriceMultiplierA(0.05f) .setRewardExp((byte) 1) .setTier(2) .setTraderExp(2) .build()) .add(RecipeBuildUtils.of(input1, output1) .setMaxUses(16) .setPriceMultiplierA(0.05f) .setRewardExp((byte) 1) .setTier(3) .setTraderExp(2) .build()); this.tierExpRequirement = new int[]{0, 10, 70, 150, 250}; } public EntityVillager(FullChunk chunk, CompoundTag nbt) { super(chunk, nbt); } //todo 实现不同群系的村民 @Override public int getNetworkId() { return NETWORK_ID; } @Override public float getWidth() { if (this.isBaby()) { return 0.3f; } return 0.6f; } @Override public float getHeight() { if (this.isBaby()) { return 0.95f; } return 1.9f; } @PowerNukkitOnly @Since("1.5.1.0-PN") @Override public String getOriginalName() { return "VillagerV2"; } @PowerNukkitXOnly @Since("1.19.21-r1") @Override public void initEntity() { this.setMaxHealth(20); super.initEntity(); setTradingPlayer(0L); int ran = randomProfession(); if (!this.namedTag.contains("profession")) { this.setProfession(ran); } else { var profession = this.namedTag.getInt("profession");//todo 移除这些,实现原版随机村民 this.profession = profession; this.setDataProperty(new IntEntityData(DATA_VARIANT, profession)); } if (!this.namedTag.contains("canTrade")) { this.setCanTrade(!(ran == 0 || ran == 14)); } else { this.canTrade = this.namedTag.getBoolean("canTrade"); } if (!this.namedTag.contains("displayName") && ran != 0) { this.setDisplayName(getProfessionName(ran)); } else { this.displayName = this.namedTag.getString("displayName"); } if (!this.namedTag.contains("tradeTier")) { this.setTradeTier(2); } else { this.tradeTier = this.namedTag.getInt("tradeTier"); } if (!this.namedTag.contains("maxTradeTier")) { this.setMaxTradeTier(2); } else { var maxTradeTier = this.namedTag.getInt("maxTradeTier"); this.maxTradeTier = maxTradeTier; this.setDataProperty(new IntEntityData(DATA_MAX_TRADE_TIER, maxTradeTier)); } if (!this.namedTag.contains("tradeExp")) { this.setTradeExp(2); } else { var tradeExp = this.namedTag.getInt("tradeExp"); this.tradeExp = tradeExp; this.setDataProperty(new IntEntityData(DATA_TRADE_EXPERIENCE, tradeExp)); } } @Override public void saveNBT() { super.saveNBT(); this.namedTag.putByte("Profession", this.getProfession()); this.namedTag.putBoolean("isTrade", this.getCanTrade()); this.namedTag.putString("displayName", this.getDisplayName()); this.namedTag.putInt("tradeTier", this.getTradeTier()); this.namedTag.putInt("maxTradeTier", this.getMaxTradeTier()); this.namedTag.putInt("tradeExp", this.getTradeExp()); } /** * 获取村民职业id对应的displayName硬编码 */ @PowerNukkitXOnly @Since("1.19.21-r1") private String getProfessionName(int profession) { return switch (profession) { case 1 -> "entity.villager.farmer"; case 2 -> "entity.villager.fisherman"; case 3 -> "entity.villager.shepherd"; case 5 -> "entity.villager.librarian"; case 6 -> "entity.villager.cartographer"; case 7 -> "entity.villager.cleric"; case 8 -> "entity.villager.armor"; case 9 -> "entity.villager.weapon"; case 10 -> "entity.villager.tool"; case 11 -> "entity.villager.butcher"; case 12 -> "entity.villager.leather"; case 13 -> "entity.villager.mason"; default -> null; }; } /** * @return 村民的职业id */ @PowerNukkitXOnly @Since("1.19.21-r1") public int getProfession() { return profession; } /** * 设置村民职业 * * @param profession 请查看{@link EntityVillager#profession} */ @PowerNukkitXOnly @Since("1.19.21-r1") public void setProfession(int profession) { this.profession = profession; this.setDataProperty(new IntEntityData(DATA_VARIANT, profession)); this.namedTag.putInt("profession", this.profession); } @PowerNukkitXOnly @Since("1.19.21-r1") private int randomProfession() { ThreadLocalRandom random = ThreadLocalRandom.current(); return random.nextInt(0, 14); } /** * 这个方法插件一般不用 */ @PowerNukkitXOnly @Since("1.19.21-r1") public void setTradingPlayer(Long eid) { this.setDataProperty(new LongEntityData(DATA_TRADING_PLAYER_EID, eid)); } /** * @return 该村民是否可以交易 */ @PowerNukkitXOnly @Since("1.19.21-r1") public boolean getCanTrade() { return canTrade; } /** * 设置村民是否可以交易 * * @param canTrade true 可以交易 */ @PowerNukkitXOnly @Since("1.19.21-r1") public void setCanTrade(boolean canTrade) { this.canTrade = canTrade; this.namedTag.putBoolean("canTrade", canTrade); } /** * @return 交易UI的显示名称 */ @PowerNukkitXOnly @Since("1.19.21-r1") public String getDisplayName() { return displayName; } /** * @param displayName 设置交易UI的显示名称 */ @PowerNukkitXOnly @Since("1.19.21-r1") public void setDisplayName(String displayName) { this.displayName = displayName; this.namedTag.putString("displayName", displayName); } /** * @return 该村民的交易等级 */ @PowerNukkitXOnly @Since("1.19.21-r1") public int getTradeTier() { return tradeTier; } /** * @param tradeTier

村民的交易等级(1-{@link EntityVillager#maxTradeTier})

*/ @PowerNukkitXOnly @Since("1.19.21-r1") public void setTradeTier(int tradeTier) { this.tradeTier = --tradeTier; this.namedTag.putInt("tradeTier", this.tradeTier); } /** * @return 村民所允许的最大交易等级 */ public int getMaxTradeTier() { return maxTradeTier; } /** * @param maxTradeTier 设置村民所允许的最大交易等级 */ public void setMaxTradeTier(int maxTradeTier) { this.maxTradeTier = maxTradeTier; this.setDataProperty(new IntEntityData(DATA_MAX_TRADE_TIER, 5)); this.namedTag.putInt("maxTradeTier", this.tradeTier); } /** * @return 村民当前的经验值 */ public int getTradeExp() { return tradeExp; } /** * @param tradeExp 设置村民当前的经验值 */ public void setTradeExp(int tradeExp) { this.tradeExp = tradeExp; this.setDataProperty(new IntEntityData(DATA_TRADE_EXPERIENCE, 10)); this.namedTag.putInt("tradeExp", this.tradeTier); } @PowerNukkitXOnly @Since("1.19.21-r1") @Override public boolean onInteract(Player player, Item item, Vector3 clickedPos) { if (this.getCanTrade()) { var inv = new TradeInventory(this); player.addWindow(inv, Player.TRADE_WINDOW_ID); return true; } else return false; } @PowerNukkitXOnly @Since("1.19.21-r1") @Override public TradeInventory getInventory() { return inventory; } }




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