use std::sync::{Arc, Weak}; use pumpkin_data::entity::EntityType; use crate::entity::{ Entity, NBTStorage, ai::goal::{ active_target::ActiveTargetGoal, look_around::RandomLookAroundGoal, look_at_entity::LookAtEntityGoal, melee_attack::MeleeAttackGoal, swim::SwimGoal, wander_around::WanderAroundGoal, }, mob::{Mob, MobEntity}, }; pub struct BlazeEntity { entity: Arc, } impl BlazeEntity { pub async fn new(entity: Entity) -> Arc { let entity = Arc::new(MobEntity::new(entity)); let zombie = Self { entity }; let mob_arc = Arc::new(zombie); let mob_weak: Weak = { let mob_arc: Arc = mob_arc.clone(); Arc::downgrade(&mob_arc) }; { let mut goal_selector = mob_arc.entity.goals_selector.lock().await; let mut target_selector = mob_arc.entity.target_selector.lock().await; goal_selector.add_goal(0, Box::new(SwimGoal::default())); // TODO: BlazeShootFireballGoal goal_selector.add_goal(4, Box::new(MeleeAttackGoal::new(1.0, false))); goal_selector.add_goal(5, Box::new(WanderAroundGoal::new(1.0))); goal_selector.add_goal( 8, LookAtEntityGoal::with_default(mob_weak, &EntityType::PLAYER, 8.0), ); goal_selector.add_goal(8, Box::new(RandomLookAroundGoal::default())); target_selector.add_goal( 2, ActiveTargetGoal::with_default(&mob_arc.entity, &EntityType::PLAYER, true), ); }; mob_arc } } impl NBTStorage for BlazeEntity {} impl Mob for BlazeEntity { fn get_mob_entity(&self) -> &MobEntity { &self.entity } }