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AnimalTamer implementations, refactor and clean-up of code
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@ -3,10 +3,14 @@ package org.bukkit.craftbukkit.entity;
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import net.minecraft.server.EntityWolf;
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import org.bukkit.craftbukkit.CraftServer;
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import org.bukkit.entity.AnimalTamer;
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import org.bukkit.entity.Player;
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import org.bukkit.entity.Wolf;
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import net.minecraft.server.PathEntity;
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public class CraftWolf extends CraftAnimals implements Wolf {
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private AnimalTamer owner;
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public CraftWolf(CraftServer server, EntityWolf wolf) {
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super(server, wolf);
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}
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@ -25,41 +29,85 @@ public class CraftWolf extends CraftAnimals implements Wolf {
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public void setSitting(boolean sitting) {
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getHandle().setSitting(sitting);
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// TODO determine what the following would do - it is affected every time a player makes their wolf sit or stand
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//getHandle().ay = false;
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setPath((PathEntity) null);
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}
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public boolean isTame() {
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public boolean isTamed() {
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return getHandle().m_();
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}
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public void setTame(boolean tame) {
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public void setTamed(boolean tame) {
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getHandle().d(tame);
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}
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public String getOwner() {
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public AnimalTamer getOwner() {
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// If the wolf has a previously set owner use that, otherwise try and find the player who owns it
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if (owner == null) {
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// TODO try and recover owner from persistence store before defaulting to playername
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owner = getServer().getPlayer(getOwnerName());
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}
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return owner;
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}
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public void setOwner(AnimalTamer tamer) {
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owner = tamer;
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if (owner != null) {
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setTamed(true); /* Make him tame */
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setPath((PathEntity) null); /* Clear path */
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/* Set owner */
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// TODO persist owner to the persistence store
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if (owner instanceof Player) {
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setOwnerName(((Player) owner).getName());
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} else {
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setOwnerName("");
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}
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} else {
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setTamed(false); /* Make him not tame */
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setOwnerName(""); /* Clear owner */
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}
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}
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/**
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* The owner's name is how MC knows and persists the Wolf's owner. Since we choose to instead use an AnimalTamer, this functionality
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* is used only as a backup. If the animal tamer is a player, we will store their name, otherwise we store an empty string.
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* @return the owner's name, if they are a player; otherwise, the empty string or null.
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*/
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String getOwnerName() {
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return getHandle().x();
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}
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public void setOwner(String player) {
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EntityWolf e = getHandle();
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void setOwnerName(String ownerName) {
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getHandle().a(ownerName);
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}
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if ((player != null) && (player.length() > 0)) {
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e.d(true); /* Make him tame */
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e.a((PathEntity)null); /* Clear path */
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e.a(player); /* Set owner */
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}
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else {
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e.d(false); /* Make him not tame */
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e.a(""); /* Clear owner */
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/**
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* Only used internally at the moment, and there to set the path to null (that is stop the thing from running around)
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* TODO use this later to extend the API, when we have Path classes in Bukkit
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* @param pathentity currently the MC defined PathEntity class. Should be replaced with an API interface at some point.
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*/
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private void setPath(PathEntity pathentity) {
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getHandle().a(pathentity);
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}
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/*
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* This method requires a(boolean) to be made visible. It will allow for hearts to be animated on a successful taming.
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* TODO add this to the API, and make it visible
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private void playTamingAnimation(boolean successful){
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getHandle().a(successful);
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}
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*/
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@Override
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public EntityWolf getHandle() {
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// It's somewhat easier to override this here, as many internal methods rely on EntityWolf specific methods.
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// Doing this has no impact on anything outside this class.
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return (EntityWolf) entity;
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}
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@Override
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public String toString() {
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return "CraftWolf[anger=" + isAngry() + ",owner=" + getOwner() + ",tame=" + isTame() + ",sitting=" + isSitting() + "]";
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return "CraftWolf[anger=" + isAngry() + ",owner=" + getOwner() + ",tame=" + isTamed() + ",sitting=" + isSitting() + "]";
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}
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}
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