use std::sync::{Arc, Weak}; use pumpkin_data::entity::EntityType; use crate::entity::{ Entity, NBTStorage, ai::goal::{ look_around::RandomLookAroundGoal, look_at_entity::LookAtEntityGoal, swim::SwimGoal, wander_around::WanderAroundGoal, }, mob::{Mob, MobEntity}, }; /// Represents an Axolotl, a passive aquatic mob that can play dead to regenerate health. /// /// Wiki: pub struct AxolotlEntity { pub mob_entity: MobEntity, } impl AxolotlEntity { pub async fn new(entity: Entity) -> Arc { let mob_entity = MobEntity::new(entity); let axolotl = Self { mob_entity }; let mob_arc = Arc::new(axolotl); let mob_weak: Weak = { let mob_arc: Arc = mob_arc.clone(); Arc::downgrade(&mob_arc) }; { let mut goal_selector = mob_arc.mob_entity.goals_selector.lock().await; goal_selector.add_goal(0, Box::new(SwimGoal::default())); goal_selector.add_goal(1, Box::new(WanderAroundGoal::new(1.0))); goal_selector.add_goal( 2, LookAtEntityGoal::with_default(mob_weak, &EntityType::PLAYER, 6.0), ); goal_selector.add_goal(3, Box::new(RandomLookAroundGoal::default())); }; mob_arc } } impl NBTStorage for AxolotlEntity {} impl Mob for AxolotlEntity { fn get_mob_entity(&self) -> &MobEntity { &self.mob_entity } }