Closed Patrigan closed 2 years ago
I like the idea of changing AbstractEntityCQR, it is quite bloated currently. I already tried moving certain features to interfaces which helped a bit but definitely can be expanded. I'd like to hear your other ideas too. And i like the idea of the skull wearing a helmet. Skeletons losing their head on death: I actually had a similar idea where it would lose it's head and the head will jump around like a small slime and will collect bones that created from the skeleton dying. If it had enough it will reconstruct into the skeleton
chain commit looks good
geckolib migration of flying skull looks good too, same with the entity, i think the animation name is wrong though, i think it should be "animation.flying_skull.controller_idle", also i like to use constants for that, but that is more a choice of personal codestyle.
Merging it now
I started with the Flying Skull. I tried to touch as little as possible of the existing code, though there are various rewrites I would consider.
I am not sure how I could test this, since the code is still utterly broken, but I am fairly certain the code works.
Due to its nature, I couldn't reuse some of the Base classes, for example in the renderer. I personally would consider a rewrite to an actual AbstractEntityCQR. Flight navigation can then be copied from, for example, the parrot. You could then also, for shits and giggles, allow it to wear a helmet. You will then also be able to use the RenderCQREntityGeo. I can see various possibilities with this rewrite, like a skeleton that, instead of dying, loses its head as it tries to do a final suicidal attack. Obviously due to the extent and the impact of this, I decided against this. Let me know what you think.