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package eu.mhsl.minenet.minigames.shared.entity;
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import eu.mhsl.minenet.minigames.instance.Spawnable;
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import net.minestom.server.entity.EntityCreature;
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import net.minestom.server.entity.EntityType;
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import net.minestom.server.entity.Player;
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import net.minestom.server.entity.ai.target.ClosestEntityTarget;
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import net.minestom.server.event.entity.EntityAttackEvent;
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import net.minestom.server.event.instance.AddEntityToInstanceEvent;
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import net.minestom.server.event.instance.RemoveEntityFromInstanceEvent;
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import net.minestom.server.event.player.PlayerEntityInteractEvent;
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import net.minestom.server.event.player.PlayerMoveEvent;
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import net.minestom.server.timer.ExecutionType;
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import net.minestom.server.timer.TaskSchedule;
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import org.jetbrains.annotations.NotNull;
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public class InteractableEntity extends EntityCreature {
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/**
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* Declares an Entity with direct callbacks on interaction
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* @param entityType type of entity
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*/
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public InteractableEntity(@NotNull EntityType entityType) {
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super(entityType);
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eventNode()
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.addListener(AddEntityToInstanceEvent.class, this::setInstanceEvent)
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.addListener(AddEntityToInstanceEvent.class, this::onSpawn)
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.addListener(RemoveEntityFromInstanceEvent.class, this::onDespawn)
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.addListener(PlayerEntityInteractEvent.class, this::onInteract)
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.addListener(EntityAttackEvent.class, this::onAttack);
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}
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private void setInstanceEvent(@NotNull AddEntityToInstanceEvent addEntityToInstanceEvent) {
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if(addEntityToInstanceEvent.getInstance() instanceof Spawnable instance) {
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scheduleNextTick((unused) -> {
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this.lookAt(instance.getSpawn()); //TODO only works someitmes?
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});
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}
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addEntityToInstanceEvent.getInstance().eventNode()
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.addListener(PlayerEntityInteractEvent.class, playerEntityInteractEvent -> {
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if(playerEntityInteractEvent.getTarget() == this) onInteract(playerEntityInteractEvent);
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})
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.addListener(EntityAttackEvent.class, entityAttackEvent -> {
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if(entityAttackEvent.getTarget() == this) onAttack(entityAttackEvent);
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})
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.addListener(PlayerMoveEvent.class, playerMoveEvent -> {
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//TODO this is heavy in production
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//maybe store the player and update to the closest Entity only periodic
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scheduler().submitTask(() -> {
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setTarget(new ClosestEntityTarget(this, 5, entity -> entity instanceof Player).findTarget());
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if(getTarget() != null) lookAt(getTarget());
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return TaskSchedule.stop();
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}, ExecutionType.ASYNC);
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});
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}
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/**
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* Called when instance of entity is set
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* @param addEntityToInstanceEvent
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*/
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protected void onSpawn(@NotNull AddEntityToInstanceEvent addEntityToInstanceEvent) {
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}
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/**
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* Called when instance of entity is unset
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* @param removeEntityFromInstanceEvent
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*/
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protected void onDespawn(@NotNull RemoveEntityFromInstanceEvent removeEntityFromInstanceEvent) {
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}
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/**
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* Called when a Player interacts with the entity
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* @param playerEntityInteractEvent
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*/
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protected void onInteract(@NotNull PlayerEntityInteractEvent playerEntityInteractEvent) {
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}
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/**
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* Called when a Player attacks the entity
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* @param entityAttackEvent
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*/
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protected void onAttack(@NotNull EntityAttackEvent entityAttackEvent) {
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}
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}
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