Citizens2/src/main/java/net/citizensnpcs/npc/entity/CitizensSkeletonNPC.java

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package net.citizensnpcs.npc.entity;
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import net.citizensnpcs.api.event.NPCPushEvent;
import net.citizensnpcs.api.npc.NPC;
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import net.citizensnpcs.npc.CitizensMobNPC;
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import net.citizensnpcs.npc.CitizensNPC;
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import net.citizensnpcs.npc.ai.NPCHolder;
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import net.citizensnpcs.util.NMS;
import net.citizensnpcs.util.Util;
import net.minecraft.server.EntitySkeleton;
import net.minecraft.server.World;
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import org.bukkit.entity.Skeleton;
import org.bukkit.util.Vector;
public class CitizensSkeletonNPC extends CitizensMobNPC {
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public CitizensSkeletonNPC(int id, String name) {
super(id, name, EntitySkeletonNPC.class);
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}
@Override
public Skeleton getBukkitEntity() {
return (Skeleton) super.getBukkitEntity();
}
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public static class EntitySkeletonNPC extends EntitySkeleton implements NPCHolder {
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private final CitizensNPC npc;
public EntitySkeletonNPC(World world) {
this(world, null);
}
public EntitySkeletonNPC(World world, NPC npc) {
super(world);
this.npc = (CitizensNPC) npc;
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if (npc != null) {
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NMS.clearGoals(goalSelector, targetSelector);
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}
}
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@Override
public void bb() {
if (npc == null)
super.bb();
// check despawn method, we only want to despawn on chunk unload.
}
@Override
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public void bc() {
super.bc();
if (npc != null)
npc.update();
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}
@Override
public void collide(net.minecraft.server.Entity entity) {
// this method is called by both the entities involved - cancelling
// it will not stop the NPC from moving.
super.collide(entity);
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if (npc != null)
Util.callCollisionEvent(npc, entity);
}
@Override
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public void g(double x, double y, double z) {
if (npc == null) {
super.g(x, y, z);
return;
}
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if (NPCPushEvent.getHandlerList().getRegisteredListeners().length == 0) {
if (!npc.data().get(NPC.DEFAULT_PROTECTED_METADATA, true))
super.g(x, y, z);
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return;
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}
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Vector vector = new Vector(x, y, z);
NPCPushEvent event = Util.callPushEvent(npc, vector);
if (!event.isCancelled()) {
vector = event.getCollisionVector();
super.g(vector.getX(), vector.getY(), vector.getZ());
}
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// when another entity collides, this method is called to push the
// NPC so we prevent it from doing anything if the event is
// cancelled.
}
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@Override
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public NPC getNPC() {
return npc;
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}
}
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}