diff --git a/src/main/java/noppes/npcs/ai/EntityAISprintToTarget.java b/src/main/java/noppes/npcs/ai/EntityAISprintToTarget.java index 1d615dff7..5449ba6a5 100644 --- a/src/main/java/noppes/npcs/ai/EntityAISprintToTarget.java +++ b/src/main/java/noppes/npcs/ai/EntityAISprintToTarget.java @@ -7,42 +7,27 @@ import noppes.npcs.entity.EntityNPCInterface; public class EntityAISprintToTarget extends EntityAIBase { - /** The entity that is leaping. */ - private EntityNPCInterface runner; + private EntityNPCInterface npc; - /** The entity that the leaper is leaping towards. */ - private EntityLivingBase runTarget; - - public EntityAISprintToTarget(EntityNPCInterface par1EntityLiving) - { - this.runner = par1EntityLiving; + public EntityAISprintToTarget(EntityNPCInterface par1EntityLiving){ + this.npc = par1EntityLiving; this.setMutexBits(AiMutex.PASSIVE); } - /** - * Returns whether the EntityAIBase should begin execution. - */ - public boolean shouldExecute() - { - this.runTarget = this.runner.getAttackTarget(); + @Override + public boolean shouldExecute(){ + EntityLivingBase runTarget = this.npc.getAttackTarget(); - if (this.runTarget == null) - { + if (runTarget == null || this.npc.getNavigator().noPath()){ return false; } - else if (this.runner.getNavigator().noPath()) - { - return false; - } - else - { - switch(this.runner.ai.onAttack) - { - case 0 : return !this.runner.isInRange(runTarget, 8)? (!this.runner.onGround ? false : true) : false; - case 2 : return this.runner.isInRange(runTarget, 7)? (!this.runner.onGround ? false : true) : false; - default : return false; - } + + switch(this.npc.ai.onAttack){ + case 0 : return !this.npc.isInRange(runTarget, 8)? (!this.npc.onGround ? false : true) : false; + case 2 : return this.npc.isInRange(runTarget, 7)? (!this.npc.onGround ? false : true) : false; + default : return false; } + } /** @@ -50,22 +35,22 @@ public class EntityAISprintToTarget extends EntityAIBase */ public boolean continueExecuting() { - return this.runner.isEntityAlive() && this.runner.onGround && this.runner.hurtTime <= 0 && (this.runner.motionX != 0.0D && this.runner.motionZ != 0.0D); + return this.npc.isEntityAlive() && this.npc.onGround && this.npc.hurtTime <= 0 && (this.npc.motionX != 0.0D && this.npc.motionZ != 0.0D); } /** * Execute a one shot task or start executing a continuous task */ - public void startExecuting() - { - this.runner.setSprinting(true); + @Override + public void startExecuting(){ + this.npc.setSprinting(true); } - + /** * Resets the task */ - public void resetTask() - { - this.runner.setSprinting(false); + @Override + public void resetTask(){ + this.npc.setSprinting(false); } }