Java Code Examples for net.minecraft.entity.player.EntityPlayer.shouldHeal()

The following are Jave code examples for showing how to use shouldHeal() of the net.minecraft.entity.player.EntityPlayer class. You can vote up the examples you like. Your votes will be used in our system to get more good examples.
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Example 1
Project: DecompiledMinecraft   File: FoodStats.java   View Source Code Vote up 4 votes
/**
 * Handles the food game logic.
 */
public void onUpdate(EntityPlayer player)
{
    EnumDifficulty enumdifficulty = player.worldObj.getDifficulty();
    this.prevFoodLevel = this.foodLevel;

    if (this.foodExhaustionLevel > 4.0F)
    {
        this.foodExhaustionLevel -= 4.0F;

        if (this.foodSaturationLevel > 0.0F)
        {
            this.foodSaturationLevel = Math.max(this.foodSaturationLevel - 1.0F, 0.0F);
        }
        else if (enumdifficulty != EnumDifficulty.PEACEFUL)
        {
            this.foodLevel = Math.max(this.foodLevel - 1, 0);
        }
    }

    if (player.worldObj.getGameRules().getBoolean("naturalRegeneration") && this.foodLevel >= 18 && player.shouldHeal())
    {
        ++this.foodTimer;

        if (this.foodTimer >= 80)
        {
            player.heal(1.0F);
            this.addExhaustion(3.0F);
            this.foodTimer = 0;
        }
    }
    else if (this.foodLevel <= 0)
    {
        ++this.foodTimer;

        if (this.foodTimer >= 80)
        {
            if (player.getHealth() > 10.0F || enumdifficulty == EnumDifficulty.HARD || player.getHealth() > 1.0F && enumdifficulty == EnumDifficulty.NORMAL)
            {
                player.attackEntityFrom(DamageSource.starve, 1.0F);
            }

            this.foodTimer = 0;
        }
    }
    else
    {
        this.foodTimer = 0;
    }
}
 
Example 2
Project: DecompiledMinecraft   File: FoodStats.java   View Source Code Vote up 4 votes
/**
 * Handles the food game logic.
 */
public void onUpdate(EntityPlayer player)
{
    EnumDifficulty enumdifficulty = player.worldObj.getDifficulty();
    this.prevFoodLevel = this.foodLevel;

    if (this.foodExhaustionLevel > 4.0F)
    {
        this.foodExhaustionLevel -= 4.0F;

        if (this.foodSaturationLevel > 0.0F)
        {
            this.foodSaturationLevel = Math.max(this.foodSaturationLevel - 1.0F, 0.0F);
        }
        else if (enumdifficulty != EnumDifficulty.PEACEFUL)
        {
            this.foodLevel = Math.max(this.foodLevel - 1, 0);
        }
    }

    if (player.worldObj.getGameRules().getBoolean("naturalRegeneration") && this.foodLevel >= 18 && player.shouldHeal())
    {
        ++this.foodTimer;

        if (this.foodTimer >= 80)
        {
            player.heal(1.0F);
            this.addExhaustion(3.0F);
            this.foodTimer = 0;
        }
    }
    else if (this.foodLevel <= 0)
    {
        ++this.foodTimer;

        if (this.foodTimer >= 80)
        {
            if (player.getHealth() > 10.0F || enumdifficulty == EnumDifficulty.HARD || player.getHealth() > 1.0F && enumdifficulty == EnumDifficulty.NORMAL)
            {
                player.attackEntityFrom(DamageSource.starve, 1.0F);
            }

            this.foodTimer = 0;
        }
    }
    else
    {
        this.foodTimer = 0;
    }
}
 
Example 3
Project: BaseClient   File: FoodStats.java   View Source Code Vote up 4 votes
/**
 * Handles the food game logic.
 */
public void onUpdate(EntityPlayer player)
{
    EnumDifficulty enumdifficulty = player.worldObj.getDifficulty();
    this.prevFoodLevel = this.foodLevel;

    if (this.foodExhaustionLevel > 4.0F)
    {
        this.foodExhaustionLevel -= 4.0F;

        if (this.foodSaturationLevel > 0.0F)
        {
            this.foodSaturationLevel = Math.max(this.foodSaturationLevel - 1.0F, 0.0F);
        }
        else if (enumdifficulty != EnumDifficulty.PEACEFUL)
        {
            this.foodLevel = Math.max(this.foodLevel - 1, 0);
        }
    }

    if (player.worldObj.getGameRules().getBoolean("naturalRegeneration") && this.foodLevel >= 18 && player.shouldHeal())
    {
        ++this.foodTimer;

        if (this.foodTimer >= 80)
        {
            player.heal(1.0F);
            this.addExhaustion(3.0F);
            this.foodTimer = 0;
        }
    }
    else if (this.foodLevel <= 0)
    {
        ++this.foodTimer;

        if (this.foodTimer >= 80)
        {
            if (player.getHealth() > 10.0F || enumdifficulty == EnumDifficulty.HARD || player.getHealth() > 1.0F && enumdifficulty == EnumDifficulty.NORMAL)
            {
                player.attackEntityFrom(DamageSource.starve, 1.0F);
            }

            this.foodTimer = 0;
        }
    }
    else
    {
        this.foodTimer = 0;
    }
}
 
Example 4
Project: BaseClient   File: FoodStats.java   View Source Code Vote up 4 votes
/**
 * Handles the food game logic.
 */
public void onUpdate(EntityPlayer player)
{
    EnumDifficulty enumdifficulty = player.worldObj.getDifficulty();
    this.prevFoodLevel = this.foodLevel;

    if (this.foodExhaustionLevel > 4.0F)
    {
        this.foodExhaustionLevel -= 4.0F;

        if (this.foodSaturationLevel > 0.0F)
        {
            this.foodSaturationLevel = Math.max(this.foodSaturationLevel - 1.0F, 0.0F);
        }
        else if (enumdifficulty != EnumDifficulty.PEACEFUL)
        {
            this.foodLevel = Math.max(this.foodLevel - 1, 0);
        }
    }

    if (player.worldObj.getGameRules().getBoolean("naturalRegeneration") && this.foodLevel >= 18 && player.shouldHeal())
    {
        ++this.foodTimer;

        if (this.foodTimer >= 80)
        {
            player.heal(1.0F);
            this.addExhaustion(3.0F);
            this.foodTimer = 0;
        }
    }
    else if (this.foodLevel <= 0)
    {
        ++this.foodTimer;

        if (this.foodTimer >= 80)
        {
            if (player.getHealth() > 10.0F || enumdifficulty == EnumDifficulty.HARD || player.getHealth() > 1.0F && enumdifficulty == EnumDifficulty.NORMAL)
            {
                player.attackEntityFrom(DamageSource.starve, 1.0F);
            }

            this.foodTimer = 0;
        }
    }
    else
    {
        this.foodTimer = 0;
    }
}
 
Example 5
Project: Backmemed   File: FoodStats.java   View Source Code Vote up 4 votes
/**
 * Handles the food game logic.
 */
public void onUpdate(EntityPlayer player)
{
    EnumDifficulty enumdifficulty = player.world.getDifficulty();
    this.prevFoodLevel = this.foodLevel;

    if (this.foodExhaustionLevel > 4.0F)
    {
        this.foodExhaustionLevel -= 4.0F;

        if (this.foodSaturationLevel > 0.0F)
        {
            this.foodSaturationLevel = Math.max(this.foodSaturationLevel - 1.0F, 0.0F);
        }
        else if (enumdifficulty != EnumDifficulty.PEACEFUL)
        {
            this.foodLevel = Math.max(this.foodLevel - 1, 0);
        }
    }

    boolean flag = player.world.getGameRules().getBoolean("naturalRegeneration");

    if (flag && this.foodSaturationLevel > 0.0F && player.shouldHeal() && this.foodLevel >= 20)
    {
        ++this.foodTimer;

        if (this.foodTimer >= 10)
        {
            float f = Math.min(this.foodSaturationLevel, 6.0F);
            player.heal(f / 6.0F);
            this.addExhaustion(f);
            this.foodTimer = 0;
        }
    }
    else if (flag && this.foodLevel >= 18 && player.shouldHeal())
    {
        ++this.foodTimer;

        if (this.foodTimer >= 80)
        {
            player.heal(1.0F);
            this.addExhaustion(6.0F);
            this.foodTimer = 0;
        }
    }
    else if (this.foodLevel <= 0)
    {
        ++this.foodTimer;

        if (this.foodTimer >= 80)
        {
            if (player.getHealth() > 10.0F || enumdifficulty == EnumDifficulty.HARD || player.getHealth() > 1.0F && enumdifficulty == EnumDifficulty.NORMAL)
            {
                player.attackEntityFrom(DamageSource.starve, 1.0F);
            }

            this.foodTimer = 0;
        }
    }
    else
    {
        this.foodTimer = 0;
    }
}
 
Example 6
Project: CustomWorldGen   File: FoodStats.java   View Source Code Vote up 4 votes
/**
 * Handles the food game logic.
 */
public void onUpdate(EntityPlayer player)
{
    EnumDifficulty enumdifficulty = player.worldObj.getDifficulty();
    this.prevFoodLevel = this.foodLevel;

    if (this.foodExhaustionLevel > 4.0F)
    {
        this.foodExhaustionLevel -= 4.0F;

        if (this.foodSaturationLevel > 0.0F)
        {
            this.foodSaturationLevel = Math.max(this.foodSaturationLevel - 1.0F, 0.0F);
        }
        else if (enumdifficulty != EnumDifficulty.PEACEFUL)
        {
            this.foodLevel = Math.max(this.foodLevel - 1, 0);
        }
    }

    boolean flag = player.worldObj.getGameRules().getBoolean("naturalRegeneration");

    if (flag && this.foodSaturationLevel > 0.0F && player.shouldHeal() && this.foodLevel >= 20)
    {
        ++this.foodTimer;

        if (this.foodTimer >= 10)
        {
            float f = Math.min(this.foodSaturationLevel, 4.0F);
            player.heal(f / 4.0F);
            this.addExhaustion(f);
            this.foodTimer = 0;
        }
    }
    else if (flag && this.foodLevel >= 18 && player.shouldHeal())
    {
        ++this.foodTimer;

        if (this.foodTimer >= 80)
        {
            player.heal(1.0F);
            this.addExhaustion(4.0F);
            this.foodTimer = 0;
        }
    }
    else if (this.foodLevel <= 0)
    {
        ++this.foodTimer;

        if (this.foodTimer >= 80)
        {
            if (player.getHealth() > 10.0F || enumdifficulty == EnumDifficulty.HARD || player.getHealth() > 1.0F && enumdifficulty == EnumDifficulty.NORMAL)
            {
                player.attackEntityFrom(DamageSource.starve, 1.0F);
            }

            this.foodTimer = 0;
        }
    }
    else
    {
        this.foodTimer = 0;
    }
}