Miscellaneous setup
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@@ -1,11 +1,131 @@
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package electroblob.wizardry.enchantment;
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import java.util.Map;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.registry.WizardryEnchantments;
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import electroblob.wizardry.spell.FreezingWeapon;
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import net.minecraft.enchantment.Enchantment;
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import net.minecraft.enchantment.EnchantmentHelper;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.item.EntityItem;
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import net.minecraft.entity.projectile.EntityArrow;
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import net.minecraft.inventory.ContainerChest;
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import net.minecraft.inventory.Slot;
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import net.minecraft.item.ItemBow;
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import net.minecraft.item.ItemEnchantedBook;
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import net.minecraft.item.ItemStack;
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import net.minecraftforge.event.entity.EntityJoinWorldEvent;
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import net.minecraftforge.event.entity.item.ItemTossEvent;
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import net.minecraftforge.event.entity.living.LivingDropsEvent;
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import net.minecraftforge.event.entity.player.PlayerContainerEvent;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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/** Interface for temporary enchantments that last for a certain duration ('imbuements'). This interface allows
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* {@link EnchantmentMagicSword} and {@link EnchantmentTimed} to both be treated as instances of a
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* single type, rather than having to deal with each of them separately,
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* which would be inefficient and cumbersome (the former of those classes cannot extend the latter because they both
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* need to extend different subclasses of {@link net.minecraft.enchantment.Enchantment}).
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* @since Wizardry 1.2 */
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@Mod.EventBusSubscriber
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public interface Imbuement {
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// This interface has no abstract methods, these handlers are just here for the sake of keeping things organised.
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@SubscribeEvent
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public static void onLivingDropsEvent(LivingDropsEvent event){
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// Instantly disenchants an imbued weapon if it is dropped when the player dies.
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for(EntityItem item : event.getDrops()){
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removeImbuements(item.getEntityItem());
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}
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}
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@SubscribeEvent
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public static void onItemTossEvent(ItemTossEvent event){
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// Instantly disenchants an imbued weapon if it is thrown on the ground.
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removeImbuements(event.getEntityItem().getEntityItem());
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}
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/** Removes all imbuements from the given itemstack. */
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static void removeImbuements(ItemStack stack){
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if(stack.isItemEnchanted()){
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// No need to check what enchantments the item has, since remove() does nothing if the element does not exist.
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Map<Enchantment, Integer> enchantments = EnchantmentHelper.getEnchantments(stack);
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// Removes the magic weapon enchantments from the enchantment map
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enchantments.entrySet().removeIf(entry -> entry.getKey() instanceof Imbuement);
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// Applies the new enchantment map to the item
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EnchantmentHelper.setEnchantments(enchantments, stack);
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}
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}
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@SubscribeEvent
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public static void onPlayerOpenContainerEvent(PlayerContainerEvent event){
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// Brute-force fix to stop enchanted books in dungeon chests from having imbuements on them.
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if(event.getContainer() instanceof ContainerChest){
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// Still not sure if it's better to set stacks in slots or modify the itemstack list directly, but I would
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// imagine it's the former.
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for(Slot slot : event.getContainer().inventorySlots){
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if(slot.getStack() != null && slot.getStack().getItem() instanceof ItemEnchantedBook){
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// We don't care about the level of the enchantments
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Map<Enchantment, Integer> enchantments = EnchantmentHelper.getEnchantments(slot.getStack());
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// Removes all imbuements
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if(enchantments.keySet().removeIf(e -> e instanceof Imbuement)){
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// If any imbuements were removed, replaces the enchantments on the book with the new ones, or
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// deletes the book entirely if there are none left.
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if(enchantments.isEmpty()){
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slot.putStack(null); // NOTE: Will need changing in 1.11
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Wizardry.logger.info("Deleted enchanted book with illegal enchantments");
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}else{
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EnchantmentHelper.setEnchantments(enchantments, slot.getStack());
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Wizardry.logger.info("Removed illegal enchantments from enchanted book");
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}
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}
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}
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}
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}
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}
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@SubscribeEvent
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public static void onEntityJoinWorld(EntityJoinWorldEvent event){
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// Rather long-winded (but necessary) way of getting an arrow just after it has been fired, checking if the bow
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// that fired it has the imbuement enchantment, and applying extra damage accordingly.
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if(!event.getEntity().worldObj.isRemote && event.getEntity() instanceof EntityArrow){
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EntityArrow arrow = (EntityArrow)event.getEntity();
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if(arrow.shootingEntity instanceof EntityLivingBase){
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EntityLivingBase archer = (EntityLivingBase)arrow.shootingEntity;
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ItemStack bow = archer.getHeldItemMainhand();
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if(bow == null || !(bow.getItem() instanceof ItemBow)){
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bow = archer.getHeldItemOffhand();
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if(bow == null || !(bow.getItem() instanceof ItemBow)) return;
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}
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// Taken directly from ItemBow, so it works exactly the same as the power enchantment.
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int level = EnchantmentHelper.getEnchantmentLevel(WizardryEnchantments.magic_bow, bow);
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if(level > 0){
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arrow.setDamage(arrow.getDamage() + (double)level * 0.5D + 0.5D);
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}
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if(EnchantmentHelper.getEnchantmentLevel(WizardryEnchantments.flaming_weapon, bow) > 0){
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// Again, this is exactly what happens in ItemBow (flame is flame; level does nothing).
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arrow.setFire(100);
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}
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level = EnchantmentHelper.getEnchantmentLevel(WizardryEnchantments.freezing_weapon, bow);
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if(level > 0){
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if(arrow.getEntityData() != null){
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arrow.getEntityData().setInteger(FreezingWeapon.FREEZING_ARROW_NBT_KEY, level);
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}
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}
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}
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}
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}
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}
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