Java Code Examples for net.minecraft.inventory.EntityEquipmentSlot#values()

The following examples show how to use net.minecraft.inventory.EntityEquipmentSlot#values() . You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may check out the related API usage on the sidebar.
Example 1
Source File: MetaEntity.java    From minecraft-roguelike with GNU General Public License v3.0 6 votes vote down vote up
@Override
public void setMobClass(MobType type, boolean clear) {
	
	EntityLiving oldMob = (EntityLiving)this.mob;
	EntityLiving newMob = (EntityLiving)MobType.getEntity(this.mob.world, type);

	newMob.copyLocationAndAnglesFrom(oldMob);
	
	this.mob = (Entity)newMob;
	
	if(newMob instanceof EntityZombie){
		((EntityZombie)newMob).setChild(((EntityZombie)oldMob).isChild());
	}
	
	for(EntityEquipmentSlot slot : EntityEquipmentSlot.values()){
		ItemStack toTrade = oldMob.getItemStackFromSlot(slot);
		newMob.setItemStackToSlot(slot, toTrade);
	}
	
	
	oldMob.world.removeEntity(oldMob);
	newMob.world.spawnEntity(newMob);
}
 
Example 2
Source File: EntityFallenKnight.java    From EnderZoo with Creative Commons Zero v1.0 Universal 5 votes vote down vote up
private void addRandomArmor() {

    float occupiedDiffcultyMultiplier = EntityUtil.getDifficultyMultiplierForLocation(world, posX, posY, posZ);

    int equipmentLevel = getRandomEquipmentLevel(occupiedDiffcultyMultiplier);
    int armorLevel = equipmentLevel;
    if(armorLevel == 1) {
      //Skip gold armor, I don't like it
      armorLevel++;
    }
    float chancePerPiece = isHardDifficulty() ? Config.fallenKnightChancePerArmorPieceHard
        : Config.fallenKnightChancePerArmorPiece;
    chancePerPiece *= (1 + occupiedDiffcultyMultiplier); //If we have the max occupied factor, double the chance of improved armor

    for(EntityEquipmentSlot slot : EntityEquipmentSlot.values()) {
      ItemStack itemStack = getItemStackFromSlot(slot);
      if(itemStack.isEmpty() && rand.nextFloat() <= chancePerPiece) {
        Item item = EntityLiving.getArmorByChance(slot, armorLevel);
        if(item != null) {
          ItemStack stack = new ItemStack(item);
          if(armorLevel == 0) {
            ((ItemArmor) item).setColor(stack, 0);
          }          
          setItemStackToSlot(slot, stack);
        }
      }
    }
    if(rand.nextFloat() > Config.fallenKnightRangedRatio) {
      setItemStackToSlot(EntityEquipmentSlot.MAINHAND, getSwordForLevel(equipmentLevel));
      if(Math.random() <= Config.fallenKnightChanceShield) {
        setItemStackToSlot(EntityEquipmentSlot.OFFHAND, getShieldForLevel(getRandomEquipmentLevel()));
      }
    } else {
      setItemStackToSlot(EntityEquipmentSlot.MAINHAND, new ItemStack(Items.BOW));
    }
  }
 
Example 3
Source File: CraftEntityEquipment.java    From Kettle with GNU General Public License v3.0 4 votes vote down vote up
public void clear() {
    for (EntityEquipmentSlot slot : EntityEquipmentSlot.values()) {
        setEquipment(slot, null);
    }
}