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Configurable chance of villager zombie infection
This allows you to solve an issue in vanilla behavior where: * On easy difficulty your villagers will NEVER get infected, meaning they will always die. * On normal difficulty they will have a 50% of getting infected or dying.
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fd378a7262
commit
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1 changed files with 23 additions and 10 deletions
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@ -118,7 +118,7 @@
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this.conversionTime = ticksUntilWaterConversion;
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this.getEntityData().set(Zombie.DATA_DROWNED_CONVERSION_ID, true);
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}
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@@ -267,31 +287,50 @@
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@@ -267,32 +287,51 @@
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}
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protected void convertToZombieType(EntityType<? extends Zombie> entityType) {
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@ -172,16 +172,17 @@
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public boolean isSunSensitive() {
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- return true;
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+ return this.shouldBurnInDay; // Paper - Add more Zombie API
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+ }
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+
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}
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+ // Paper start - Add more Zombie API
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+ public void setShouldBurnInDay(boolean shouldBurnInDay) {
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+ this.shouldBurnInDay = shouldBurnInDay;
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}
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+ }
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+ // Paper end - Add more Zombie API
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+
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@Override
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public boolean hurtServer(ServerLevel world, DamageSource source, float amount) {
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if (!super.hurtServer(world, source, amount)) {
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@@ -323,10 +362,10 @@
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if (SpawnPlacements.isSpawnPositionOk(entitytypes, world, blockposition) && SpawnPlacements.checkSpawnRules(entitytypes, world, EntitySpawnReason.REINFORCEMENT, blockposition, world.random)) {
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@ -229,20 +230,32 @@
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}
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@Override
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@@ -424,7 +471,12 @@
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this.inWaterTime = nbt.getInt("InWaterTime");
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@@ -425,6 +472,11 @@
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if (nbt.contains("DrownedConversionTime", 99) && nbt.getInt("DrownedConversionTime") > -1) {
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this.startUnderWaterConversion(nbt.getInt("DrownedConversionTime"));
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+ }
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}
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+ // Paper start - Add more Zombie API
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+ if (nbt.contains("Paper.ShouldBurnInDay")) {
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+ this.shouldBurnInDay = nbt.getBoolean("Paper.ShouldBurnInDay");
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}
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+ }
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+ // Paper end - Add more Zombie API
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}
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@@ -496,7 +548,7 @@
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@@ -432,10 +484,8 @@
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public boolean killedEntity(ServerLevel world, LivingEntity other) {
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boolean flag = super.killedEntity(world, other);
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- if ((world.getDifficulty() == Difficulty.NORMAL || world.getDifficulty() == Difficulty.HARD) && other instanceof Villager entityvillager) {
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- if (world.getDifficulty() != Difficulty.HARD && this.random.nextBoolean()) {
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- return flag;
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- }
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+ final double fallbackChance = world.getDifficulty() == Difficulty.HARD ? 100d : world.getDifficulty() == Difficulty.NORMAL ? 50d : 0d; // Paper - Configurable chance of villager zombie infection
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+ if (this.random.nextDouble() * 100 < world.paperConfig().entities.behavior.zombieVillagerInfectionChance.or(fallbackChance) && other instanceof Villager entityvillager) { // Paper - Configurable chance of villager zombie infection
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if (this.convertVillagerToZombieVillager(world, entityvillager)) {
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flag = false;
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@@ -496,7 +546,7 @@
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entitychicken1.finalizeSpawn(world, difficulty, EntitySpawnReason.JOCKEY, (SpawnGroupData) null);
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entitychicken1.setChickenJockey(true);
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this.startRiding(entitychicken1);
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