use of com.minecolonies.api.entity.ai.statemachine.states.IAIState in project minecolonies by Minecolonies.
the class EntityAIWorkEnchanter method decide.
/**
* Decide method of the enchanter. Check if everything is alright to work and then decide between gathering and draining and actually enchanting.
*
* @return the next state to go to.
*/
protected IAIState decide() {
worker.setItemInHand(Hand.MAIN_HAND, ItemStack.EMPTY);
if (walkToBuilding()) {
return DECIDE;
}
final IAIState craftState = getNextCraftingState();
if (craftState != getState() && !WorldUtil.isPastTime(world, 13000)) {
return craftState;
}
if (getPrimarySkillLevel() < building.getBuildingLevel() * MANA_REQ_PER_LEVEL) {
final BuildingEnchanter enchanterBuilding = building;
final EnchanterStationsModule module = enchanterBuilding.getFirstModuleOccurance(EnchanterStationsModule.class);
if (module.getBuildingsToGatherFrom().isEmpty()) {
if (worker.getCitizenData() != null) {
worker.getCitizenData().triggerInteraction(new StandardInteraction(new TranslationTextComponent(NO_WORKERS_TO_DRAIN_SET), ChatPriority.BLOCKING));
}
return IDLE;
}
final int booksInInv = InventoryUtils.getItemCountInItemHandler(worker.getInventoryCitizen(), IS_BOOK);
if (booksInInv <= 0) {
final int numberOfBooksInBuilding = InventoryUtils.hasBuildingEnoughElseCount(building, IS_BOOK, 1);
if (numberOfBooksInBuilding > 0) {
needsCurrently = new Tuple<>(IS_BOOK, 1);
return GATHERING_REQUIRED_MATERIALS;
}
checkIfRequestForItemExistOrCreateAsync(new ItemStack(Items.BOOK, 1));
return IDLE;
}
final BlockPos posToDrainFrom = module.getRandomBuildingToDrainFrom();
if (posToDrainFrom == null) {
return IDLE;
}
job.setBuildingToDrainFrom(posToDrainFrom);
return ENCHANTER_DRAIN;
}
final int ancientTomesInInv = InventoryUtils.getItemCountInItemHandler(worker.getInventoryCitizen(), IS_ANCIENT_TOME);
if (ancientTomesInInv <= 0) {
final int amountOfAncientTomes = InventoryUtils.hasBuildingEnoughElseCount(building, IS_ANCIENT_TOME, 1);
if (amountOfAncientTomes > 0) {
needsCurrently = new Tuple<>(IS_ANCIENT_TOME, 1);
return GATHERING_REQUIRED_MATERIALS;
}
checkIfRequestForItemExistOrCreateAsync(new ItemStack(ModItems.ancientTome, 1), 1, 1, false);
return IDLE;
}
return ENCHANT;
}
use of com.minecolonies.api.entity.ai.statemachine.states.IAIState in project minecolonies by Minecolonies.
the class EntityAIWorkFarmer method prepareForFarming.
/**
* Prepares the farmer for farming. Also requests the tools and checks if the farmer has sufficient fields.
*
* @return the next IAIState
*/
@NotNull
private IAIState prepareForFarming() {
if (building == null || building.getBuildingLevel() < 1) {
return PREPARING;
}
if (!job.getTaskQueue().isEmpty() || getActionsDoneUntilDumping() <= job.getActionsDone()) {
return START_WORKING;
}
worker.getCitizenData().setVisibleStatus(VisibleCitizenStatus.WORKING);
final FarmerFieldModule module = building.getFirstModuleOccurance(FarmerFieldModule.class);
module.syncWithColony(world);
if (module.getFarmerFields().size() < building.getBuildingLevel() && !module.assignManually()) {
searchAndAddFields();
}
if (module.getFarmerFields().size() == building.getMaxBuildingLevel()) {
AdvancementUtils.TriggerAdvancementPlayersForColony(building.getColony(), AdvancementTriggers.MAX_FIELDS::trigger);
}
final int amountOfCompostInBuilding = InventoryUtils.hasBuildingEnoughElseCount(building, this::isCompost, 1);
final int amountOfCompostInInv = InventoryUtils.getItemCountInItemHandler(worker.getInventoryCitizen(), this::isCompost);
if (amountOfCompostInBuilding + amountOfCompostInInv <= 0) {
if (building.requestFertilizer() && !building.hasWorkerOpenRequestsOfType(worker.getCitizenData().getId(), TypeToken.of(StackList.class))) {
final List<ItemStack> compostAbleItems = new ArrayList<>();
compostAbleItems.add(new ItemStack(ModItems.compost, 1));
compostAbleItems.add(new ItemStack(Items.BONE_MEAL, 1));
worker.getCitizenData().createRequestAsync(new StackList(compostAbleItems, RequestSystemTranslationConstants.REQUEST_TYPE_FERTILIZER, STACKSIZE, 1));
}
} else if (amountOfCompostInInv <= 0 && amountOfCompostInBuilding > 0) {
needsCurrently = new Tuple<>(this::isCompost, STACKSIZE);
return GATHERING_REQUIRED_MATERIALS;
}
if (module.hasNoFields()) {
if (worker.getCitizenData() != null) {
worker.getCitizenData().triggerInteraction(new StandardInteraction(new TranslationTextComponent(NO_FREE_FIELDS), ChatPriority.BLOCKING));
}
worker.getCitizenData().setIdleAtJob(true);
return PREPARING;
}
worker.getCitizenData().setIdleAtJob(false);
// If the farmer has no currentField and there is no field which needs work, check fields.
if (module.getCurrentField() == null && module.getFieldToWorkOn(world) == null) {
module.resetFields();
return IDLE;
}
@Nullable final BlockPos currentField = module.getCurrentField();
final TileEntity entity = world.getBlockEntity(currentField);
if (entity instanceof ScarecrowTileEntity && ((ScarecrowTileEntity) entity).needsWork()) {
if (((ScarecrowTileEntity) entity).getFieldStage() == ScarecrowFieldStage.PLANTED && checkIfShouldExecute((ScarecrowTileEntity) entity, pos -> this.findHarvestableSurface(pos) != null)) {
return FARMER_HARVEST;
} else if (((ScarecrowTileEntity) entity).getFieldStage() == ScarecrowFieldStage.HOED) {
return canGoPlanting((ScarecrowTileEntity) entity, building);
} else if (((ScarecrowTileEntity) entity).getFieldStage() == ScarecrowFieldStage.EMPTY && checkIfShouldExecute((ScarecrowTileEntity) entity, pos -> this.findHoeableSurface(pos, (ScarecrowTileEntity) entity) != null)) {
return FARMER_HOE;
}
((ScarecrowTileEntity) entity).nextState();
} else {
module.setCurrentField(null);
}
return PREPARING;
}
use of com.minecolonies.api.entity.ai.statemachine.states.IAIState in project minecolonies by Minecolonies.
the class EntityAIWorkFisherman method doFishing.
/**
* Main fishing methods, let's the fisherman gather xp orbs next to him, check if all requirements to fish are given. Actually fish, retrieve his rod if stuck or if a fish
* bites.
*
* @return the next IAIState the fisherman should switch to, after executing this method.
*/
@Nullable
private IAIState doFishing() {
worker.getCitizenStatusHandler().setLatestStatus(new TranslationTextComponent("com.minecolonies.coremod.status.fishing"));
@Nullable final IAIState notReadyState = isReadyToFish();
if (notReadyState != null) {
return notReadyState;
}
if (caughtFish()) {
playCaughtFishSound();
this.incrementActionsDoneAndDecSaturation();
if (worker.getRandom().nextDouble() < CHANCE_NEW_POND) {
job.setWater(null);
return FISHERMAN_SEARCHING_WATER;
}
return FISHERMAN_WALKING_TO_WATER;
}
return throwOrRetrieveHook();
}
use of com.minecolonies.api.entity.ai.statemachine.states.IAIState in project minecolonies by Minecolonies.
the class EntityAIWorkHealer method decide.
/**
* Decide what to do next. Check if all patients are up date, else update their states. Then check if there is any patient we can cure or request things for.
*
* @return the next state to go to.
*/
private IAIState decide() {
if (walkToBuilding()) {
return DECIDE;
}
final BuildingHospital hospital = building;
for (final AbstractEntityCitizen citizen : WorldUtil.getEntitiesWithinBuilding(world, AbstractEntityCitizen.class, building, cit -> cit.getCitizenDiseaseHandler().isSick())) {
hospital.checkOrCreatePatientFile(citizen.getCivilianID());
}
for (final Patient patient : hospital.getPatients()) {
final ICitizenData data = hospital.getColony().getCitizenManager().getCivilian(patient.getId());
if (data == null || !data.getEntity().isPresent() || (data.getEntity().isPresent() && !data.getEntity().get().getCitizenDiseaseHandler().isSick())) {
hospital.removePatientFile(patient);
continue;
}
final EntityCitizen citizen = (EntityCitizen) data.getEntity().get();
final String diseaseName = citizen.getCitizenDiseaseHandler().getDisease();
@Nullable final Disease disease = diseaseName.isEmpty() ? null : IColonyManager.getInstance().getCompatibilityManager().getDisease(diseaseName);
if (patient.getState() == Patient.PatientState.NEW) {
this.currentPatient = patient;
return REQUEST_CURE;
}
if (patient.getState() == Patient.PatientState.REQUESTED) {
if (disease == null) {
this.currentPatient = patient;
return CURE;
}
if (testRandomCureChance()) {
this.currentPatient = patient;
return FREE_CURE;
}
if (!InventoryUtils.isItemHandlerFull(citizen.getInventoryCitizen())) {
if (hasCureInInventory(disease, worker.getInventoryCitizen()) || hasCureInInventory(disease, building.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY).orElseGet(null))) {
this.currentPatient = patient;
return CURE;
}
final ImmutableList<IRequest<? extends Stack>> list = building.getOpenRequestsOfType(worker.getCitizenData().getId(), TypeToken.of(Stack.class));
final ImmutableList<IRequest<? extends Stack>> completed = building.getCompletedRequestsOfType(worker.getCitizenData(), TypeToken.of(Stack.class));
for (final ItemStack cure : IColonyManager.getInstance().getCompatibilityManager().getDisease(diseaseName).getCure()) {
if (!InventoryUtils.hasItemInItemHandler(worker.getInventoryCitizen(), cure::sameItem)) {
if (InventoryUtils.getItemCountInItemHandler(building.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY).orElseGet(null), stack -> stack.sameItem(cure)) >= cure.getCount()) {
needsCurrently = new Tuple<>(stack -> stack.sameItem(cure), cure.getCount());
return GATHERING_REQUIRED_MATERIALS;
}
boolean hasCureRequested = false;
for (final IRequest<? extends Stack> request : list) {
if (request.getRequest().getStack().sameItem(cure)) {
hasCureRequested = true;
break;
}
}
for (final IRequest<? extends Stack> request : completed) {
if (request.getRequest().getStack().sameItem(cure)) {
hasCureRequested = true;
break;
}
}
if (!hasCureRequested) {
patient.setState(Patient.PatientState.NEW);
break;
}
}
}
} else {
data.triggerInteraction(new StandardInteraction(new TranslationTextComponent(PATIENT_FULL_INVENTORY), ChatPriority.BLOCKING));
}
}
if (patient.getState() == Patient.PatientState.TREATED) {
if (disease == null) {
this.currentPatient = patient;
return CURE;
}
if (!hasCureInInventory(disease, citizen.getInventoryCitizen())) {
patient.setState(Patient.PatientState.NEW);
return DECIDE;
}
}
}
for (final PlayerEntity player : WorldUtil.getEntitiesWithinBuilding(world, PlayerEntity.class, building, player -> player.getHealth() < player.getMaxHealth() - 10 - (2 * building.getBuildingLevel()))) {
playerToHeal = player;
return CURE_PLAYER;
}
final ICitizenData data = building.getColony().getCitizenManager().getRandomCitizen();
if (data.getEntity().isPresent() && data.getEntity().get().getHealth() < 10.0 && BlockPosUtil.getDistance2D(data.getEntity().get().blockPosition(), building.getPosition()) < building.getBuildingLevel() * 40) {
remotePatient = data;
return WANDER;
}
return DECIDE;
}
use of com.minecolonies.api.entity.ai.statemachine.states.IAIState in project minecolonies by Minecolonies.
the class EntityAIWorkHealer method cure.
/**
* Give a citizen the cure.
*
* @return the next state to go to.
*/
private IAIState cure() {
if (currentPatient == null) {
return DECIDE;
}
final ICitizenData data = building.getColony().getCitizenManager().getCivilian(currentPatient.getId());
if (data == null || !data.getEntity().isPresent() || !data.getEntity().get().getCitizenDiseaseHandler().isSick()) {
currentPatient = null;
return DECIDE;
}
final EntityCitizen citizen = (EntityCitizen) data.getEntity().get();
if (walkToBlock(data.getEntity().get().blockPosition())) {
return CURE;
}
final String diseaseName = citizen.getCitizenDiseaseHandler().getDisease();
final Disease disease = IColonyManager.getInstance().getCompatibilityManager().getDisease(diseaseName);
if (diseaseName.isEmpty()) {
currentPatient = null;
citizen.heal(10);
worker.getCitizenExperienceHandler().addExperience(BASE_XP_GAIN);
citizen.markDirty();
return DECIDE;
}
if (!hasCureInInventory(disease, worker.getInventoryCitizen())) {
if (hasCureInInventory(disease, building.getCapability(CapabilityItemHandler.ITEM_HANDLER_CAPABILITY).orElseGet(null))) {
for (final ItemStack cure : disease.getCure()) {
if (InventoryUtils.getItemCountInItemHandler(worker.getInventoryCitizen(), stack -> stack.sameItem(cure)) < cure.getCount()) {
needsCurrently = new Tuple<>(stack -> stack.sameItem(cure), 1);
return GATHERING_REQUIRED_MATERIALS;
}
}
}
currentPatient = null;
return DECIDE;
}
if (!hasCureInInventory(disease, citizen.getInventoryCitizen())) {
for (final ItemStack cure : disease.getCure()) {
if (InventoryUtils.getItemCountInItemHandler(citizen.getInventoryCitizen(), stack -> stack.sameItem(cure)) < cure.getCount()) {
if (InventoryUtils.isItemHandlerFull(citizen.getInventoryCitizen())) {
data.triggerInteraction(new StandardInteraction(new TranslationTextComponent(PATIENT_FULL_INVENTORY), ChatPriority.BLOCKING));
currentPatient = null;
return DECIDE;
}
InventoryUtils.transferXOfFirstSlotInItemHandlerWithIntoNextFreeSlotInItemHandler(worker.getInventoryCitizen(), cure::sameItem, cure.getCount(), citizen.getInventoryCitizen());
}
}
}
worker.getCitizenExperienceHandler().addExperience(BASE_XP_GAIN);
currentPatient.setState(Patient.PatientState.TREATED);
currentPatient = null;
return DECIDE;
}
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