AnimalTamer implementations, refactor and clean-up of code

Dieser Commit ist enthalten in:
Andrew Ardill 2011-05-03 00:46:38 +10:00
Ursprung 02d7f32e8f
Commit 83eecfbd4e

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