Don't remove monster weapons.
Changes the way monster equipment is handled from clearing _all_ items to clearing just the armor contents. This means that monsters that naturally spawn with weapons won't need their weapons added back in. It also means that monsters that _occasionally_ spawn naturally with weapons now may do that in arenas. This is deemed acceptable, because: - occasional weapons don't have as much of an impact as occasional armor, - the forwards compatibility aspect is too valuable to pass up on, and - should occasional weapons become too much of an issue, they can be conditionally removed, i.e. we can implement the _inverse_ behavior of what we had previously. Fixes #641 Fixes #686 Co-authored-by: Andreas Troelsen <[email protected]>
This commit is contained in:
committed by
Andreas Troelsen
co-authored by
Andreas Troelsen
parent
7b9a9505b9
commit
a21f47e193
@@ -30,6 +30,7 @@ public class MACreature {
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private static final Map<String,MACreature> map = new HashMap<>();
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private static final List<DyeColor> colors = Arrays.asList(DyeColor.values());
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private static final ItemStack[] NO_ARMOR = new ItemStack[0];
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static {
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registerEntityTypeValues();
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@@ -88,8 +89,8 @@ public class MACreature {
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public LivingEntity spawn(Arena arena, World world, Location loc) {
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LivingEntity e = (LivingEntity) world.spawnEntity(loc, type);
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e.getEquipment().clear();
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e.setCanPickupItems(false);
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e.getEquipment().setArmorContents(NO_ARMOR);
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switch (this.name) {
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case "sheep":
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@@ -128,10 +129,6 @@ public class MACreature {
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case "magmacubehuge":
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((Slime) e).setSize(4);
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break;
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case "skeleton":
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case "stray":
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e.getEquipment().setItemInMainHand(new ItemStack(Material.BOW, 1));
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break;
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case "babyzombievillager":
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case "babyzombie":
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((Zombie) e).setBaby(true);
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@@ -149,9 +146,6 @@ public class MACreature {
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case "killerbunny":
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((Rabbit) e).setRabbitType(Rabbit.Type.THE_KILLER_BUNNY);
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break;
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case "witherskeleton":
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e.getEquipment().setItemInMainHand(new ItemStack(Material.STONE_SWORD, 1));
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break;
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default:
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break;
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}
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