package greymerk.roguelike.monster.profiles; import java.util.Random; import greymerk.roguelike.monster.IEntity; import greymerk.roguelike.monster.IMonsterProfile; import greymerk.roguelike.monster.MonsterProfile; import greymerk.roguelike.treasure.loot.Enchant; import greymerk.roguelike.treasure.loot.Shield; import greymerk.roguelike.treasure.loot.provider.ItemTool; import net.minecraft.inventory.EntityEquipmentSlot; import net.minecraft.item.ItemStack; import net.minecraft.world.World; public class ProfileZombie implements IMonsterProfile { @Override public void addEquipment(World world, Random rand, int level, IEntity mob) { if(level == 4 && rand.nextInt(20) == 0){ MonsterProfile.get(MonsterProfile.PIGMAN).addEquipment(world, rand, level, mob); return; } if(level == 3 && rand.nextInt(100) == 0){ MonsterProfile.get(MonsterProfile.WITCH).addEquipment(world, rand, level, mob); return; } if(level == 2 && rand.nextInt(300) == 0){ MonsterProfile.get(MonsterProfile.EVOKER).addEquipment(world, rand, level, mob); return; } if(level == 1 && rand.nextInt(200) == 0){ MonsterProfile.get(MonsterProfile.JOHNNY).addEquipment(world, rand, level, mob); return; } if(rand.nextInt(100) == 0){ MonsterProfile.get(MonsterProfile.RLEAHY).addEquipment(world, rand, level, mob); return; } if(rand.nextInt(100) == 0){ MonsterProfile.get(MonsterProfile.ASHLEA).addEquipment(world, rand, level, mob); return; } if(rand.nextInt(40) == 0){ MonsterProfile.get(MonsterProfile.BABY).addEquipment(world, rand, level, mob); return; } if(level > 1 && rand.nextInt(20) == 0){ MonsterProfile.get(MonsterProfile.HUSK).addEquipment(world, rand, level, mob); return; } if(level < 3 && rand.nextInt(20) == 0){ MonsterProfile.get(MonsterProfile.VILLAGER).addEquipment(world, rand, level, mob); return; } ItemStack weapon = ItemTool.getRandom(rand, level, Enchant.canEnchant(world.getDifficulty(), rand, level)); mob.setSlot(EntityEquipmentSlot.MAINHAND, weapon); mob.setSlot(EntityEquipmentSlot.OFFHAND, Shield.get(rand)); MonsterProfile.get(MonsterProfile.TALLMOB).addEquipment(world, rand, level, mob); } }