本文整理汇总了Java中net.minecraft.world.DifficultyInstance.getClampedAdditionalDifficulty方法的典型用法代码示例。如果您正苦于以下问题:Java DifficultyInstance.getClampedAdditionalDifficulty方法的具体用法?Java DifficultyInstance.getClampedAdditionalDifficulty怎么用?Java DifficultyInstance.getClampedAdditionalDifficulty使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类net.minecraft.world.DifficultyInstance
的用法示例。
在下文中一共展示了DifficultyInstance.getClampedAdditionalDifficulty方法的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。
示例1: onInitialSpawn
import net.minecraft.world.DifficultyInstance; //导入方法依赖的package包/类
@Nullable
public IEntityLivingData onInitialSpawn(DifficultyInstance difficulty, @Nullable IEntityLivingData livingdata) {
livingdata = super.onInitialSpawn(difficulty, livingdata);
float f = difficulty.getClampedAdditionalDifficulty();
this.setCanPickUpLoot(false);
this.setEquipmentBasedOnDifficulty(difficulty);
this.setEnchantmentBasedOnDifficulty(difficulty);
this.setCombatTask();
this.getEntityAttribute(SharedMonsterAttributes.KNOCKBACK_RESISTANCE).applyModifier(
new AttributeModifier("Random spawn bonus", this.rand.nextDouble() * 0.05000000074505806D, 0));
double d0 = this.rand.nextDouble() * 1.5D * (double) f;
if (d0 > 1.0D) {
this.getEntityAttribute(SharedMonsterAttributes.FOLLOW_RANGE)
.applyModifier(new AttributeModifier("Random zombie-spawn bonus", d0, 2));
}
return livingdata;
}
示例2: setEnchantmentBasedOnDifficulty
import net.minecraft.world.DifficultyInstance; //导入方法依赖的package包/类
/**
* Enchants Entity's current equipments based on given DifficultyInstance
*/
protected void setEnchantmentBasedOnDifficulty(DifficultyInstance difficulty)
{
float f = difficulty.getClampedAdditionalDifficulty();
if (this.getHeldItem() != null && this.rand.nextFloat() < 0.25F * f)
{
EnchantmentHelper.addRandomEnchantment(this.rand, this.getHeldItem(), (int)(5.0F + f * (float)this.rand.nextInt(18)));
}
for (int i = 0; i < 4; ++i)
{
ItemStack itemstack = this.getCurrentArmor(i);
if (itemstack != null && this.rand.nextFloat() < 0.5F * f)
{
EnchantmentHelper.addRandomEnchantment(this.rand, itemstack, (int)(5.0F + f * (float)this.rand.nextInt(18)));
}
}
}
示例3: setEnchantmentBasedOnDifficulty
import net.minecraft.world.DifficultyInstance; //导入方法依赖的package包/类
/**
* Enchants Entity's current equipments based on given DifficultyInstance
*/
protected void setEnchantmentBasedOnDifficulty(DifficultyInstance difficulty)
{
float f = difficulty.getClampedAdditionalDifficulty();
if (!this.getHeldItemMainhand().func_190926_b() && this.rand.nextFloat() < 0.25F * f)
{
this.setItemStackToSlot(EntityEquipmentSlot.MAINHAND, EnchantmentHelper.addRandomEnchantment(this.rand, this.getHeldItemMainhand(), (int)(5.0F + f * (float)this.rand.nextInt(18)), false));
}
for (EntityEquipmentSlot entityequipmentslot : EntityEquipmentSlot.values())
{
if (entityequipmentslot.getSlotType() == EntityEquipmentSlot.Type.ARMOR)
{
ItemStack itemstack = this.getItemStackFromSlot(entityequipmentslot);
if (!itemstack.func_190926_b() && this.rand.nextFloat() < 0.5F * f)
{
this.setItemStackToSlot(entityequipmentslot, EnchantmentHelper.addRandomEnchantment(this.rand, itemstack, (int)(5.0F + f * (float)this.rand.nextInt(18)), false));
}
}
}
}
示例4: onInitialSpawn
import net.minecraft.world.DifficultyInstance; //导入方法依赖的package包/类
/**
* Called only once on an entity when first time spawned, via egg, mob spawner, natural spawning etc, but not called
* when entity is reloaded from nbt. Mainly used for initializing attributes and inventory
*/
public IEntityLivingData onInitialSpawn(DifficultyInstance difficulty, IEntityLivingData livingdata)
{
livingdata = super.onInitialSpawn(difficulty, livingdata);
if (this.worldObj.rand.nextInt(100) == 0)
{
EntitySkeleton entityskeleton = new EntitySkeleton(this.worldObj);
entityskeleton.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, 0.0F);
entityskeleton.onInitialSpawn(difficulty, (IEntityLivingData)null);
this.worldObj.spawnEntityInWorld(entityskeleton);
entityskeleton.mountEntity(this);
}
if (livingdata == null)
{
livingdata = new EntitySpider.GroupData();
if (this.worldObj.getDifficulty() == EnumDifficulty.HARD && this.worldObj.rand.nextFloat() < 0.1F * difficulty.getClampedAdditionalDifficulty())
{
((EntitySpider.GroupData)livingdata).func_111104_a(this.worldObj.rand);
}
}
if (livingdata instanceof EntitySpider.GroupData)
{
int i = ((EntitySpider.GroupData)livingdata).potionEffectId;
if (i > 0 && Potion.potionTypes[i] != null)
{
this.addPotionEffect(new PotionEffect(i, Integer.MAX_VALUE));
}
}
return livingdata;
}
示例5: onInitialSpawn
import net.minecraft.world.DifficultyInstance; //导入方法依赖的package包/类
/**
* Called only once on an entity when first time spawned, via egg, mob spawner, natural spawning etc, but not called
* when entity is reloaded from nbt. Mainly used for initializing attributes and inventory
*/
public IEntityLivingData onInitialSpawn(DifficultyInstance difficulty, IEntityLivingData livingdata)
{
int i = this.rand.nextInt(3);
if (i < 2 && this.rand.nextFloat() < 0.5F * difficulty.getClampedAdditionalDifficulty())
{
++i;
}
int j = 1 << i;
this.setSlimeSize(j);
return super.onInitialSpawn(difficulty, livingdata);
}
示例6: onInitialSpawn
import net.minecraft.world.DifficultyInstance; //导入方法依赖的package包/类
/**
* Called only once on an entity when first time spawned, via egg, mob spawner, natural spawning etc, but not called
* when entity is reloaded from nbt. Mainly used for initializing attributes and inventory
*/
@Nullable
public IEntityLivingData onInitialSpawn(DifficultyInstance difficulty, @Nullable IEntityLivingData livingdata)
{
int i = this.rand.nextInt(3);
if (i < 2 && this.rand.nextFloat() < 0.5F * difficulty.getClampedAdditionalDifficulty())
{
++i;
}
int j = 1 << i;
this.setSlimeSize(j);
return super.onInitialSpawn(difficulty, livingdata);
}
示例7: onInitialSpawn
import net.minecraft.world.DifficultyInstance; //导入方法依赖的package包/类
/**
* Called only once on an entity when first time spawned, via egg, mob spawner, natural spawning etc, but not called
* when entity is reloaded from nbt. Mainly used for initializing attributes and inventory
*/
@Nullable
public IEntityLivingData onInitialSpawn(DifficultyInstance difficulty, @Nullable IEntityLivingData livingdata)
{
livingdata = super.onInitialSpawn(difficulty, livingdata);
if (this.worldObj.rand.nextInt(100) == 0)
{
EntitySkeleton entityskeleton = new EntitySkeleton(this.worldObj);
entityskeleton.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, 0.0F);
entityskeleton.onInitialSpawn(difficulty, (IEntityLivingData)null);
this.worldObj.spawnEntityInWorld(entityskeleton);
entityskeleton.startRiding(this);
}
if (livingdata == null)
{
livingdata = new EntitySpider.GroupData();
if (this.worldObj.getDifficulty() == EnumDifficulty.HARD && this.worldObj.rand.nextFloat() < 0.1F * difficulty.getClampedAdditionalDifficulty())
{
((EntitySpider.GroupData)livingdata).setRandomEffect(this.worldObj.rand);
}
}
if (livingdata instanceof EntitySpider.GroupData)
{
Potion potion = ((EntitySpider.GroupData)livingdata).effect;
if (potion != null)
{
this.addPotionEffect(new PotionEffect(potion, Integer.MAX_VALUE));
}
}
return livingdata;
}
示例8: setEquipmentBasedOnDifficulty
import net.minecraft.world.DifficultyInstance; //导入方法依赖的package包/类
/**
* Gives armor or weapon for entity based on given DifficultyInstance
*/
protected void setEquipmentBasedOnDifficulty(DifficultyInstance difficulty)
{
if (this.rand.nextFloat() < 0.15F * difficulty.getClampedAdditionalDifficulty())
{
int i = this.rand.nextInt(2);
float f = this.worldObj.getDifficulty() == EnumDifficulty.HARD ? 0.1F : 0.25F;
if (this.rand.nextFloat() < 0.095F)
{
++i;
}
if (this.rand.nextFloat() < 0.095F)
{
++i;
}
if (this.rand.nextFloat() < 0.095F)
{
++i;
}
for (int j = 3; j >= 0; --j)
{
ItemStack itemstack = this.getCurrentArmor(j);
if (j < 3 && this.rand.nextFloat() < f)
{
break;
}
if (itemstack == null)
{
Item item = getArmorItemForSlot(j + 1, i);
if (item != null)
{
this.setCurrentItemOrArmor(j + 1, new ItemStack(item));
}
}
}
}
}
示例9: onInitialSpawn
import net.minecraft.world.DifficultyInstance; //导入方法依赖的package包/类
@Nullable
/**
* Called only once on an entity when first time spawned, via egg, mob spawner, natural spawning etc, but not called
* when entity is reloaded from nbt. Mainly used for initializing attributes and inventory
*/
public IEntityLivingData onInitialSpawn(DifficultyInstance difficulty, @Nullable IEntityLivingData livingdata)
{
livingdata = super.onInitialSpawn(difficulty, livingdata);
float f = difficulty.getClampedAdditionalDifficulty();
this.setCanPickUpLoot(this.rand.nextFloat() < 0.55F * f);
if (livingdata == null)
{
livingdata = new EntityZombie.GroupData(this.world.rand.nextFloat() < 0.05F);
}
if (livingdata instanceof EntityZombie.GroupData)
{
EntityZombie.GroupData entityzombie$groupdata = (EntityZombie.GroupData)livingdata;
if (entityzombie$groupdata.isChild)
{
this.setChild(true);
if ((double)this.world.rand.nextFloat() < 0.05D)
{
List<EntityChicken> list = this.world.<EntityChicken>getEntitiesWithinAABB(EntityChicken.class, this.getEntityBoundingBox().expand(5.0D, 3.0D, 5.0D), EntitySelectors.IS_STANDALONE);
if (!list.isEmpty())
{
EntityChicken entitychicken = (EntityChicken)list.get(0);
entitychicken.setChickenJockey(true);
this.startRiding(entitychicken);
}
}
else if ((double)this.world.rand.nextFloat() < 0.05D)
{
EntityChicken entitychicken1 = new EntityChicken(this.world);
entitychicken1.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, 0.0F);
entitychicken1.onInitialSpawn(difficulty, (IEntityLivingData)null);
entitychicken1.setChickenJockey(true);
this.world.spawnEntityInWorld(entitychicken1);
this.startRiding(entitychicken1);
}
}
}
this.setBreakDoorsAItask(this.rand.nextFloat() < f * 0.1F);
this.setEquipmentBasedOnDifficulty(difficulty);
this.setEnchantmentBasedOnDifficulty(difficulty);
if (this.getItemStackFromSlot(EntityEquipmentSlot.HEAD).func_190926_b())
{
Calendar calendar = this.world.getCurrentDate();
if (calendar.get(2) + 1 == 10 && calendar.get(5) == 31 && this.rand.nextFloat() < 0.25F)
{
this.setItemStackToSlot(EntityEquipmentSlot.HEAD, new ItemStack(this.rand.nextFloat() < 0.1F ? Blocks.LIT_PUMPKIN : Blocks.PUMPKIN));
this.inventoryArmorDropChances[EntityEquipmentSlot.HEAD.getIndex()] = 0.0F;
}
}
this.getEntityAttribute(SharedMonsterAttributes.KNOCKBACK_RESISTANCE).applyModifier(new AttributeModifier("Random spawn bonus", this.rand.nextDouble() * 0.05000000074505806D, 0));
double d0 = this.rand.nextDouble() * 1.5D * (double)f;
if (d0 > 1.0D)
{
this.getEntityAttribute(SharedMonsterAttributes.FOLLOW_RANGE).applyModifier(new AttributeModifier("Random zombie-spawn bonus", d0, 2));
}
if (this.rand.nextFloat() < f * 0.05F)
{
this.getEntityAttribute(SPAWN_REINFORCEMENTS_CHANCE).applyModifier(new AttributeModifier("Leader zombie bonus", this.rand.nextDouble() * 0.25D + 0.5D, 0));
this.getEntityAttribute(SharedMonsterAttributes.MAX_HEALTH).applyModifier(new AttributeModifier("Leader zombie bonus", this.rand.nextDouble() * 3.0D + 1.0D, 2));
this.setBreakDoorsAItask(true);
}
return livingdata;
}
示例10: setEquipmentBasedOnDifficulty
import net.minecraft.world.DifficultyInstance; //导入方法依赖的package包/类
/**
* Gives armor or weapon for entity based on given DifficultyInstance
*/
protected void setEquipmentBasedOnDifficulty(DifficultyInstance difficulty)
{
if (this.rand.nextFloat() < 0.15F * difficulty.getClampedAdditionalDifficulty())
{
int i = this.rand.nextInt(2);
float f = this.worldObj.getDifficulty() == EnumDifficulty.HARD ? 0.1F : 0.25F;
if (this.rand.nextFloat() < 0.095F)
{
++i;
}
if (this.rand.nextFloat() < 0.095F)
{
++i;
}
if (this.rand.nextFloat() < 0.095F)
{
++i;
}
boolean flag = true;
for (EntityEquipmentSlot entityequipmentslot : EntityEquipmentSlot.values())
{
if (entityequipmentslot.getSlotType() == EntityEquipmentSlot.Type.ARMOR)
{
ItemStack itemstack = this.getItemStackFromSlot(entityequipmentslot);
if (!flag && this.rand.nextFloat() < f)
{
break;
}
flag = false;
if (itemstack == null)
{
Item item = getArmorByChance(entityequipmentslot, i);
if (item != null)
{
this.setItemStackToSlot(entityequipmentslot, new ItemStack(item));
}
}
}
}
}
}
示例11: onInitialSpawn
import net.minecraft.world.DifficultyInstance; //导入方法依赖的package包/类
@Nullable
/**
* Called only once on an entity when first time spawned, via egg, mob spawner, natural spawning etc, but not called
* when entity is reloaded from nbt. Mainly used for initializing attributes and inventory
*/
public IEntityLivingData onInitialSpawn(DifficultyInstance difficulty, @Nullable IEntityLivingData livingdata)
{
livingdata = super.onInitialSpawn(difficulty, livingdata);
if (this.world.rand.nextInt(100) == 0)
{
EntitySkeleton entityskeleton = new EntitySkeleton(this.world);
entityskeleton.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, 0.0F);
entityskeleton.onInitialSpawn(difficulty, (IEntityLivingData)null);
this.world.spawnEntityInWorld(entityskeleton);
entityskeleton.startRiding(this);
}
if (livingdata == null)
{
livingdata = new EntitySpider.GroupData();
if (this.world.getDifficulty() == EnumDifficulty.HARD && this.world.rand.nextFloat() < 0.1F * difficulty.getClampedAdditionalDifficulty())
{
((EntitySpider.GroupData)livingdata).setRandomEffect(this.world.rand);
}
}
if (livingdata instanceof EntitySpider.GroupData)
{
Potion potion = ((EntitySpider.GroupData)livingdata).effect;
if (potion != null)
{
this.addPotionEffect(new PotionEffect(potion, Integer.MAX_VALUE));
}
}
return livingdata;
}
示例12: setEquipmentBasedOnDifficulty
import net.minecraft.world.DifficultyInstance; //导入方法依赖的package包/类
/**
* Gives armor or weapon for entity based on given DifficultyInstance
*/
protected void setEquipmentBasedOnDifficulty(DifficultyInstance difficulty)
{
if (this.rand.nextFloat() < 0.15F * difficulty.getClampedAdditionalDifficulty())
{
int i = this.rand.nextInt(2);
float f = this.world.getDifficulty() == EnumDifficulty.HARD ? 0.1F : 0.25F;
if (this.rand.nextFloat() < 0.095F)
{
++i;
}
if (this.rand.nextFloat() < 0.095F)
{
++i;
}
if (this.rand.nextFloat() < 0.095F)
{
++i;
}
boolean flag = true;
for (EntityEquipmentSlot entityequipmentslot : EntityEquipmentSlot.values())
{
if (entityequipmentslot.getSlotType() == EntityEquipmentSlot.Type.ARMOR)
{
ItemStack itemstack = this.getItemStackFromSlot(entityequipmentslot);
if (!flag && this.rand.nextFloat() < f)
{
break;
}
flag = false;
if (itemstack.func_190926_b())
{
Item item = getArmorByChance(entityequipmentslot, i);
if (item != null)
{
this.setItemStackToSlot(entityequipmentslot, new ItemStack(item));
}
}
}
}
}
}