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#pragma once
#include "Monster.h"
#include "RangedAttackMob.h"
#include "BossMob.h"
class LivingEntitySelector : public EntitySelector
{
public:
virtual bool matches(shared_ptr<Entity> entity) const;
};
class WitherBoss : public Monster, public RangedAttackMob, public BossMob
{
public:
eINSTANCEOF GetType() { return eTYPE_WITHERBOSS; };
static Entity *create(Level *level) { return new WitherBoss(level); }
private:
static const int DATA_TARGET_A = 17;
static const int DATA_TARGET_B = 18;
static const int DATA_TARGET_C = 19;
static const int DATA_ID_INV = 20;
private:
static const int IDLE_HEAD_UPDATES_SIZE = 2;
float xRotHeads[2];
float yRotHeads[2];
float xRotOHeads[2];
float yRotOHeads[2];
int nextHeadUpdate[2];
int idleHeadUpdates[IDLE_HEAD_UPDATES_SIZE];
int destroyBlocksTick;
static EntitySelector *livingEntitySelector;
public:
WitherBoss(Level *level);
protected:
virtual void defineSynchedData();
public:
virtual void addAdditonalSaveData(CompoundTag *entityTag);
virtual void readAdditionalSaveData(CompoundTag *tag);
virtual float getShadowHeightOffs();
protected:
virtual int getAmbientSound();
virtual int getHurtSound();
virtual int getDeathSound();
public:
virtual void aiStep();
protected:
virtual void newServerAiStep();
public:
virtual void makeInvulnerable();
virtual void makeStuckInWeb();
virtual int getArmorValue();
private:
virtual double getHeadX(int index);
virtual double getHeadY(int index);
virtual double getHeadZ(int index);
virtual float rotlerp(float a, float b, float max);
virtual void performRangedAttack(int head, shared_ptr<LivingEntity> target);
virtual void performRangedAttack(int head, double tx, double ty, double tz, bool dangerous);
public:
virtual void performRangedAttack(shared_ptr<LivingEntity> target, float power);
virtual bool hurt(DamageSource *source, float dmg);
protected:
virtual void dropDeathLoot(bool wasKilledByPlayer, int playerBonusLevel);
virtual void checkDespawn();
public:
virtual int getLightColor(float a);
virtual bool isPickable();
protected:
virtual void causeFallDamage(float distance);
public:
virtual void addEffect(MobEffectInstance *newEffect);
protected:
virtual bool useNewAi();
virtual void registerAttributes();
public:
virtual float getHeadYRot(int i);
virtual float getHeadXRot(int i);
virtual int getInvulnerableTicks();
virtual void setInvulnerableTicks(int invulnerableTicks);
virtual int getAlternativeTarget(int headIndex);
virtual void setAlternativeTarget(int headIndex, int entityId);
virtual bool isPowered();
virtual MobType getMobType();
virtual void ride(shared_ptr<Entity> e);
// 4J Stu - These are required for the BossMob interface
virtual float getMaxHealth() { return Monster::getMaxHealth(); };
virtual float getHealth() { return Monster::getHealth(); };
virtual wstring getAName() { return app.GetString(IDS_WITHER); };
};
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