Add entity- and tileentity-sensitive versions of Spell#canBeCastByNPCs and Spell#canBeCastByDispensers

This commit is contained in:
Electroblob77
2020-01-27 16:42:28 +00:00
parent b682740751
commit 3052e56d03
42 changed files with 160 additions and 96 deletions
@@ -252,7 +252,7 @@ public class EntityEvilWizard extends EntityMob implements ISpellCaster, IEntity
// When right-clicked with a spell book in creative, sets one of the spells to that spell
if(player.isCreative() && stack.getItem() instanceof ItemSpellBook){
Spell spell = Spell.byMetadata(stack.getItemDamage());
if(this.spells.size() >= 4 && spell.canBeCastByNPCs()){
if(this.spells.size() >= 4 && spell.canBeCastBy(this, true)){
// The set(...) method returns the element that was replaced - neat!
player.sendMessage(new TextComponentTranslation("item." + Wizardry.MODID + ":spell_book.apply_to_wizard",
this.getDisplayName(), this.spells.set(rand.nextInt(3) + 1, spell).getNameForTranslationFormatted(),
@@ -369,7 +369,7 @@ public class EntityEvilWizard extends EntityMob implements ISpellCaster, IEntity
// All wizards know magic missile, even if it is disabled.
spells.add(Spells.magic_missile);
Tier maxTier = EntityWizard.populateSpells(spells, element, hasStructure, 3, rand);
Tier maxTier = EntityWizard.populateSpells(this, spells, element, hasStructure, 3, rand);
// Now done after the spells so it can take the tier into account. For evil wizards this is slightly different;
// it picks a random wand which is at least a high enough tier for the spells the wizard has.
@@ -359,7 +359,7 @@ public class EntityWizard extends EntityCreature implements INpc, IMerchant, ISp
// When right-clicked with a spell book in creative, sets one of the spells to that spell
if(player.isCreative() && stack.getItem() instanceof ItemSpellBook){
Spell spell = Spell.byMetadata(stack.getItemDamage());
if(this.spells.size() >= 4 && spell.canBeCastByNPCs()){
if(this.spells.size() >= 4 && spell.canBeCastBy(this, true)){
// The set(...) method returns the element that was replaced - neat!
player.sendMessage(new TextComponentTranslation("item." + Wizardry.MODID + ":spell_book.apply_to_wizard",
this.getDisplayName(), this.spells.set(rand.nextInt(3) + 1, spell).getNameForTranslationFormatted(),
@@ -752,7 +752,7 @@ public class EntityWizard extends EntityCreature implements INpc, IMerchant, ISp
// All wizards know magic missile, even if it is disabled.
spells.add(Spells.magic_missile);
Tier maxTier = populateSpells(spells, element, false, 3, rand);
Tier maxTier = populateSpells(this, spells, element, false, 3, rand);
// Now done after the spells so it can take the tier into account.
ItemStack wand = new ItemStack(WizardryItems.getWand(maxTier, element));
@@ -769,19 +769,21 @@ public class EntityWizard extends EntityCreature implements INpc, IMerchant, ISp
/**
* Adds n random spells to the given list. The spells will be of the given element if possible. Extracted as a
* separate function since it was the same in both EntityWizard and EntityEvilWizard.
*
*
* @param wizard The wizard whose spells are to be populated.
* @param spells The spell list to be populated.
* @param e The element that the spells should belong to, or {@link Element#MAGIC} for a random element each time.
* @param master Whether to include master spells.
* @param n The number of spells to add.
* @param random A random number generator to use.
* @return The tier of the highest-tier spell that was added to the list.
*/
static Tier populateSpells(List<Spell> spells, Element e, boolean master, int n, Random random){
static Tier populateSpells(final EntityLiving wizard, List<Spell> spells, Element e, boolean master, int n, Random random){
// This is the tier of the highest tier spell added.
Tier maxTier = Tier.NOVICE;
List<Spell> npcSpells = Spell.getSpells(Spell.npcSpells);
List<Spell> npcSpells = Spell.getSpells(s -> s.canBeCastBy(wizard, false));
npcSpells.removeIf(s -> !s.applicableForItem(WizardryItems.spell_book));
for(int i = 0; i < n; i++){
@@ -36,7 +36,7 @@ public interface ISpellCaster {
*
* @return A list of {@link Spell} instances. A random spell from this list will be cast when the entity attacks.
* The list will not be modified by the AI class and can therefore be an immutable list. The spells in the
* list <b>must</b> be castable by NPCs (i.e. {@link Spell#canBeCastByNPCs()} returns true).
* list <b>must</b> be castable by NPCs (i.e. {@link Spell#canBeCastBy(net.minecraft.entity.EntityLiving, boolean)} returns true).
*/
@Nonnull
public List<Spell> getSpells();
@@ -68,7 +68,7 @@ public interface ISpellCaster {
public void setContinuousSpell(Spell spell);
/**
* Returns the aiming arror for the given difficulty, used in projectile spells. Defaults to the values used by
* Returns the aiming error for the given difficulty, used in projectile spells. Defaults to the values used by
* skeletons, which are: Easy - 10, Normal - 6, Hard - 2, Peaceful - 10 (rarely used).
*/
// This is what default methods are actually intended for!