Initial 1.11.2 update

This commit is contained in:
Electroblob
2018-02-07 21:15:50 +00:00
parent 67f6be0671
commit 3df5597dcc
368 changed files with 17234 additions and 15082 deletions
@@ -8,12 +8,15 @@ import net.minecraftforge.event.entity.living.LivingAttackEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
/** This interface allows {@link MagicDamage} and {@link IndirectMagicDamage} to both be treated as instances of a
* single type so that the damage type field can be accessed, rather than having to deal with each of them separately,
* which would be inefficient and cumbersome (the latter of those classes cannot extend the former because they both
* need to extend different subclasses of {@link net.minecraft.util.DamageSource DamageSource}).
/**
* This interface allows {@link MagicDamage} and {@link IndirectMagicDamage} to both be treated as instances of a single
* type so that the damage type field can be accessed, rather than having to deal with each of them separately, which
* would be inefficient and cumbersome (the latter of those classes cannot extend the former because they both need to
* extend different subclasses of {@link net.minecraft.util.DamageSource DamageSource}).
*
* @since Wizardry 1.1
* @author Electroblob */
* @author Electroblob
*/
@Mod.EventBusSubscriber
public interface IElementalDamage {
@@ -33,7 +36,8 @@ public interface IElementalDamage {
// One convenient side effect of the new damage type system is that I can get rid of all the places where
// creepers are charged and just put them here under shock damage - this is precisely the sort of
// repetitive code I was trying to get rid of, since errors can (and did!) occur.
if(event.getEntityLiving() instanceof EntityCreeper && !((EntityCreeper)event.getEntityLiving()).getPowered()
if(event.getEntityLiving() instanceof EntityCreeper
&& !((EntityCreeper)event.getEntityLiving()).getPowered()
&& ((IElementalDamage)event.getSource()).getType() == DamageType.SHOCK){
// Charges creepers when they are hit by shock damage
WizardryUtilities.chargeCreeper((EntityCreeper)event.getEntityLiving());
@@ -5,7 +5,7 @@ import net.minecraft.entity.Entity;
import net.minecraft.util.EntityDamageSourceIndirect;
public class IndirectMagicDamage extends EntityDamageSourceIndirect implements IElementalDamage {
private final DamageType type;
private final boolean isRetaliatory;
@@ -12,24 +12,26 @@ import net.minecraft.util.text.TextComponentTranslation;
* purpose of displaying the correct death message. <i>The event handler deals with all damage dealt by summoned
* creatures, so it's very unlikely that this will be needed anywhere else. If for some reason it is, note that
* knockback has to be removed and re-applied after the damage is dealt.</i>
*
* @author Electroblob
* @since Wizardry 1.2
* @see MinionDamage
*/
public class IndirectMinionDamage extends IndirectMagicDamage {
private Entity minion;
public IndirectMinionDamage(String name, Entity projectile, Entity minion, Entity caster, DamageType type, boolean isRetaliatory) {
public IndirectMinionDamage(String name, Entity projectile, Entity minion, Entity caster, DamageType type,
boolean isRetaliatory){
super(name, projectile, caster, type, isRetaliatory);
this.minion = minion;
}
@Override
public ITextComponent getDeathMessage(EntityLivingBase victim) {
public ITextComponent getDeathMessage(EntityLivingBase victim){
ITextComponent itextcomponent = this.minion.getDisplayName();
String key = "death.attack." + this.damageType;
return new TextComponentTranslation(key, victim.getDisplayName(), itextcomponent);
String key = "death.attack." + this.damageType;
return new TextComponentTranslation(key, victim.getDisplayName(), itextcomponent);
}
}
@@ -26,8 +26,8 @@ import net.minecraft.entity.monster.EntityPigZombie;
import net.minecraft.entity.monster.EntitySkeleton;
import net.minecraft.entity.monster.EntitySnowman;
import net.minecraft.entity.monster.EntitySpider;
import net.minecraft.entity.monster.EntityWitherSkeleton;
import net.minecraft.entity.monster.EntityZombie;
import net.minecraft.entity.monster.SkeletonType;
import net.minecraft.util.DamageSource;
import net.minecraft.util.EntityDamageSource;
@@ -44,40 +44,47 @@ import net.minecraft.util.EntityDamageSource;
// applied to any damagesource, but these aren't considered types in their own right; rather, they seem to be damage
// type 'attributes'. This is my attempt to collect all of these into a reasonably coherent system.
/** As of wizardry 1.1, this class has replaced the damagesource-related methods in WizardryUtilities, allowing a
* {@link DamageType} to be specified with the damage. The main reason for this is so that damage sources can fit with the
* vanilla behaviour on armour enchantments and such like whilst still being classified as wizardry damage for the purposes
* of friendly fire, etc.
* <p><i>
* In the future, there is scope for an entirely standalone mod based on this idea. Perhaps 'Elemental Damage' could be
* a config-only mod which allows its users to define any number of specific damage types, then give any creature a
/**
* As of wizardry 1.1, this class has replaced the damagesource-related methods in WizardryUtilities, allowing a
* {@link DamageType} to be specified with the damage. The main reason for this is so that damage sources can fit with
* the vanilla behaviour on armour enchantments and such like whilst still being classified as wizardry damage for the
* purposes of friendly fire, etc.
* <p>
* <i> In the future, there is scope for an entirely standalone mod based on this idea. Perhaps 'Elemental Damage' could
* be a config-only mod which allows its users to define any number of specific damage types, then give any creature a
* resistance, immunity or vulnerability to each, as well as being able to specify the sources for each type, such as
* enchantments, potions, specific items, certain entities, even particular situations and string damagesource names
* from other mods.
* </i>
* from other mods. </i>
*
* @see IndirectMagicDamage
* @see IElementalDamage
* @since Wizardry 1.1
* @author Electroblob */
* @author Electroblob
*/
public class MagicDamage extends EntityDamageSource implements IElementalDamage {
/** The name of the damagesource for direct magic damage from the wizardry mod. */
public static final String DIRECT_MAGIC_DAMAGE = "wizardryMagic";
/** The name of the damagesource for indirect magic damage from the wizardry mod. */
public static final String INDIRECT_MAGIC_DAMAGE = "indirectWizardryMagic";
// Technically, I don't need to specify that the classes in this map must extend entity, but it's good practice to.
private static final Map<Class<? extends Entity>, DamageType[]> immunityMapping = new HashMap<Class<? extends Entity>, DamageType[]>();
private final DamageType type;
private final boolean isRetaliatory;
/** A simple set of constants for the types of damage. The names are deliberately different to those in EnumElement
* to avoid confusion. All types are classified as magic damage in the vanilla system, so witches are resistant to them. */
/**
* A simple set of constants for the types of damage. The names are deliberately different to those in EnumElement
* to avoid confusion. All types are classified as magic damage in the vanilla system, so witches are resistant to
* them.
*/
public enum DamageType {
/** Generic magic damage from the wizardry mod. Like vanilla magic damage, except it doesn't bypass armour. */
MAGIC,
/** Fire damage from the wizardry mod. Counts as fire damage in the vanilla system, so is blocked by any mobs that
* are immune to fire and entities with the fire resistance effect. */
/**
* Fire damage from the wizardry mod. Counts as fire damage in the vanilla system, so is blocked by any mobs
* that are immune to fire and entities with the fire resistance effect.
*/
FIRE,
/** Frost (ice) damage from the wizardry mod. Snow golems, ice wraiths and ice giants are immune. */
FROST,
@@ -87,15 +94,17 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
WITHER,
/** Poison damage from the wizardry mod. Spiders, cave spiders and undead mobs are immune. */
POISON,
/** [NYI] Force damage from the wizardry mod. Insubstantial creatures (ghast, shadow wraith, etc.) are immune. */
/**
* [NYI] Force damage from the wizardry mod. Insubstantial creatures (ghast, shadow wraith, etc.) are immune.
*/
FORCE,
/** Blast damage from the wizardry mod. Affected by the blast protection enchantment. */
BLAST,
/** [NYI] Radiant damage from the wizardry mod. */
RADIANT;
}
static {
static{
// Of course, the entities that are immune to fire already are since there's a vanilla system for that, but
// they're included here anyway for completeness and in case anyone wants to check if an entity is immune to
// an unspecified element for reasons other than dealing damage.
@@ -113,6 +122,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
setEntityImmunities(EntityIceGiant.class, DamageType.FROST);
setEntityImmunities(EntityLightningWraith.class, DamageType.SHOCK);
setEntityImmunities(EntityShadowWraith.class, DamageType.WITHER);
setEntityImmunities(EntityWitherSkeleton.class, DamageType.WITHER);
setEntityImmunities(EntitySpider.class, DamageType.POISON);
setEntityImmunities(EntitySpiderMinion.class, DamageType.POISON);
setEntityImmunities(EntityCaveSpider.class, DamageType.POISON);
@@ -130,35 +140,29 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
if(type == DamageType.FIRE) this.setFireDamage();
if(type == DamageType.BLAST) this.setExplosion();
}
/** Returns true if the given entity is immune to the given damage type according to the entity immunity mappings,
/**
* Returns true if the given entity is immune to the given damage type according to the entity immunity mappings,
* false otherwise. When you want to check for resistances, check this method rather than just checking the result
* of attackEntityFrom, since that could return false for all sorts of reasons besides immunities. However, if you
* don't need to know whether the damage succeeded or not, there's no point in checking this method. A common use
* of this method is to check for immunity and if so display the "[mob] resisted [spell]" chat message. See
* {@link electroblob.wizardry.spell.Arc Arc} for a good example of this, and also of when not to use it. */
* don't need to know whether the damage succeeded or not, there's no point in checking this method. A common use of
* this method is to check for immunity and if so display the "[mob] resisted [spell]" chat message. See
* {@link electroblob.wizardry.spell.Arc Arc} for a good example of this, and also of when not to use it.
*/
public static boolean isEntityImmune(DamageType type, Entity entity){
// Because Mojang, in their infinite wisdom, did not make wither skeletons their own separate class (despite the
// fact that cave spiders are), I have to test for this manually. Realistically, no mod author would be stupid
// enough to put two entities in one class, so this should be the only time I ever have to do this.
if(type == DamageType.WITHER && entity instanceof EntitySkeleton
// Don't need to check EntitySkeletonMinion separately any more because it now extends EntitySkeleton.
&& ((EntitySkeleton)entity).getSkeletonType() == SkeletonType.WITHER){
return true;
}
if(type == DamageType.FIRE && entity.isImmuneToFire()) return true;
DamageType[] immunities = MagicDamage.immunityMapping.get(entity.getClass());
return immunities != null && Arrays.asList(immunities).contains(type);
}
/** Registers the given type of entity as immune to all of the passed in damage types. */
public static void setEntityImmunities(Class<? extends Entity> entityType, DamageType... immunities){
immunityMapping.put(entityType, immunities);
}
/** Adds the passed in damage type to the list of damage types to which the given entity is immune. */
public static void addEntityImmunity(Class<? extends Entity> entityType, DamageType immunity){
List<DamageType> immunities = Arrays.asList(immunityMapping.get(entityType));
@@ -169,45 +173,47 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
/**
* Returns a DamageSource called "wizardryMagic" with the given entity as the caster. Use in preference to vanilla
* types to allow things to distinguish between magic and regular melee/swords. Unlike DamageSource.magic, it does
* types to allow things to distinguish between magic and regular melee/swords. Unlike DamageSource.MAGIC, it does
* not bypass armour and has a player as the source (rather than nothing). It is still classed as magic damage (for
* the record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).
* isRetaliatory defaults to false.
* <p>
* Now that this is its own class, this static method is largely redundant, but it's not worth refactoring the entire
* mod just to get rid of this method and use the constructor instead.
* Now that this is its own class, this static method is largely redundant, but it's not worth refactoring the
* entire mod just to get rid of this method and use the constructor instead.
*
* @param caster The player or other living entity causing the damage
* @param type The type that this damage belongs to; used for resistances and wand perks. Use
* {@link DamageType#MAGIC} for regular, non-elemental magic damage (sometimes you might not want an element
* even though the spell has one - for example, not all necromancy spells are 'withery', so some of them might
* reasonably affect creatures that are ususally immune to wither effects).
* {@link DamageType#MAGIC} for regular, non-elemental magic damage (sometimes you might not want an element
* even though the spell has one - for example, not all necromancy spells are 'withery', so some of them
* might reasonably affect creatures that are ususally immune to wither effects).
* @return A damagesource object of type EntityDamageSource
*/
public static DamageSource causeDirectMagicDamage(Entity caster, DamageType type){
return causeDirectMagicDamage(caster, type, false);
}
/**
* Returns a DamageSource called "wizardryMagic" with the given entity as the caster. Use in preference to vanilla
* types to allow things to distinguish between magic and regular melee/swords. Unlike DamageSource.magic, it does
* types to allow things to distinguish between magic and regular melee/swords. Unlike DamageSource.MAGIC, it does
* not bypass armour and has a player as the source (rather than nothing). It is still classed as magic damage (for
* the record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).
* <p>
* Now that this is its own class, this static method is largely redundant, but it's not worth refactoring the entire
* mod just to get rid of this method and use the constructor instead.
* Now that this is its own class, this static method is largely redundant, but it's not worth refactoring the
* entire mod just to get rid of this method and use the constructor instead.
*
* @param caster The player or other living entity causing the damage
* @param type The type that this damage belongs to; used for resistances and wand perks. Use
* {@link DamageType#MAGIC} for regular, non-elemental magic damage (sometimes you might not want an element
* even though the spell has one - for example, not all necromancy spells are 'withery', so some of them might
* reasonably affect creatures that are ususally immune to wither effects).
* @param isRetaliatory whether this damage source came from a retaliatory attack; prevents infinite loops
* occurring when two entities damage each other with retaliatory effects.
* {@link DamageType#MAGIC} for regular, non-elemental magic damage (sometimes you might not want an element
* even though the spell has one - for example, not all necromancy spells are 'withery', so some of them
* might reasonably affect creatures that are ususally immune to wither effects).
* @param isRetaliatory whether this damage source came from a retaliatory attack; prevents infinite loops occurring
* when two entities damage each other with retaliatory effects.
* @return A damagesource object of type EntityDamageSource
*/
public static DamageSource causeDirectMagicDamage(Entity caster, DamageType type, boolean isRetaliatory){
return new MagicDamage(DIRECT_MAGIC_DAMAGE, caster, type, isRetaliatory);
}
/**
* Returns a DamageSource called "indirectWizardryMagic" with the player as the caster. Use in preference to vanilla
* types to allow things to distinguish between magic and regular arrows/throwables. Unlike
@@ -215,39 +221,42 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
* record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).
* isRetaliatory defaults to false.
* <p>
* Now that this is its own class, this static method is largely redundant, but it's not worth refactoring the entire
* mod just to get rid of this method and use the constructor instead.
* Now that this is its own class, this static method is largely redundant, but it's not worth refactoring the
* entire mod just to get rid of this method and use the constructor instead.
*
* @param magic The entity that actually caused the damage
* @param caster The player or other living entity that cast the spell originally
* @param type The type that this damage belongs to; used for resistances and wand perks. Use
* {@link DamageType#MAGIC} for regular, non-elemental magic damage (sometimes you might not want an element
* even though the spell has one - for example, not all necromancy spells are 'withery', so some of them might
* reasonably affect creatures that are ususally immune to wither effects).
* {@link DamageType#MAGIC} for regular, non-elemental magic damage (sometimes you might not want an element
* even though the spell has one - for example, not all necromancy spells are 'withery', so some of them
* might reasonably affect creatures that are ususally immune to wither effects).
* @return A damagesource object of type EntityDamageSourceIndirect
*/
public static DamageSource causeIndirectMagicDamage(Entity magic, Entity caster, DamageType type){
return causeIndirectMagicDamage(magic, caster, type, false);
}
/**
* Returns a DamageSource called "indirectWizardryMagic" with the player as the caster. Use in preference to vanilla
* types to allow things to distinguish between magic and regular arrows/throwables. Unlike
* DamageSource.causeIndirectMagicDamage, it does not bypass armour. It is still classed as magic damage (for the
* record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).
* <p>
* Now that this is its own class, this static method is largely redundant, but it's not worth refactoring the entire
* mod just to get rid of this method and use the constructor instead.
* Now that this is its own class, this static method is largely redundant, but it's not worth refactoring the
* entire mod just to get rid of this method and use the constructor instead.
*
* @param magic The entity that actually caused the damage
* @param caster The player or other living entity that cast the spell originally
* @param type The type that this damage belongs to; used for resistances and wand perks. Use
* {@link DamageType#MAGIC} for regular, non-elemental magic damage (sometimes you might not want an element
* even though the spell has one - for example, not all necromancy spells are 'withery', so some of them might
* reasonably affect creatures that are ususally immune to wither effects).
* @param isRetaliatory whether this damage source came from a retaliatory attack; prevents infinite loops
* occurring when two entities damage each other with retaliatory effects.
* {@link DamageType#MAGIC} for regular, non-elemental magic damage (sometimes you might not want an element
* even though the spell has one - for example, not all necromancy spells are 'withery', so some of them
* might reasonably affect creatures that are ususally immune to wither effects).
* @param isRetaliatory whether this damage source came from a retaliatory attack; prevents infinite loops occurring
* when two entities damage each other with retaliatory effects.
* @return A damagesource object of type EntityDamageSourceIndirect
*/
public static DamageSource causeIndirectMagicDamage(Entity magic, Entity caster, DamageType type, boolean isRetaliatory){
public static DamageSource causeIndirectMagicDamage(Entity magic, Entity caster, DamageType type,
boolean isRetaliatory){
return new IndirectMagicDamage(INDIRECT_MAGIC_DAMAGE, magic, caster, type, isRetaliatory);
}
@@ -12,21 +12,22 @@ import net.minecraft.util.text.TextComponentTranslation;
* display the minion's name rather than the caster's. <i>The event handler deals with all damage dealt by summoned
* creatures, so it's very unlikely that this will be needed anywhere else. If for some reason it is, note that
* knockback has to be removed and re-applied after the damage is dealt.</i>
*
* @author Electroblob
* @since Wizardry 1.2
* @see IndirectMinionDamage
*/
public class MinionDamage extends IndirectMagicDamage {
public MinionDamage(String name, Entity minion, Entity caster, DamageType type, boolean isRetaliatory) {
public MinionDamage(String name, Entity minion, Entity caster, DamageType type, boolean isRetaliatory){
super(name, minion, caster, type, isRetaliatory);
}
@Override
public ITextComponent getDeathMessage(EntityLivingBase victim) {
public ITextComponent getDeathMessage(EntityLivingBase victim){
ITextComponent itextcomponent = this.damageSourceEntity.getDisplayName();
String key = "death.attack." + this.damageType;
return new TextComponentTranslation(key, victim.getDisplayName(), itextcomponent);
String key = "death.attack." + this.damageType;
return new TextComponentTranslation(key, victim.getDisplayName(), itextcomponent);
}
}
@@ -12,21 +12,22 @@ import net.minecraft.nbt.NBTTagCompound;
import net.minecraftforge.fml.common.network.ByteBufUtils;
/**
* Object that wraps any number of spell modifiers into one, allowing for expandability within the Spell#cast
* methods. This class is essentially a glorified {@link Map} which can be written to and read from a {@link ByteBuf}.
* It is possible to calculate spell modifiers from wand NBT within the cast methods, but this is cumbersome and does
* not allow the modifiers to be sent to the client, which is sometimes necessary (for example, detonate needs to know
* about range modifiers on the client side or the particles wouldn't show outside of the base range).
* Object that wraps any number of spell modifiers into one, allowing for expandability within the Spell#cast methods.
* This class is essentially a glorified {@link Map} which can be written to and read from a {@link ByteBuf}. It is
* possible to calculate spell modifiers from wand NBT within the cast methods, but this is cumbersome and does not
* allow the modifiers to be sent to the client, which is sometimes necessary (for example, detonate needs to know about
* range modifiers on the client side or the particles wouldn't show outside of the base range).
* <p>
* Most external interaction with SpellModifiers objects will be in {@link SpellCastEvent.Pre}, where you can add additional
* modifiers to them if desired for use with your own spells, or modify the existing ones. If you have added a wand
* upgrade, this is <b>not</b> done automatically for you; you will have to do it yourself (for the simple reason that
* not all wand upgrades affect spells). SpellModifiers objects are <i>mutable</i>, so you can simply change the values
* they contain to modify the spell.
* Most external interaction with SpellModifiers objects will be in {@link SpellCastEvent.Pre}, where you can add
* additional modifiers to them if desired for use with your own spells, or modify the existing ones. If you have added
* a wand upgrade, this is <b>not</b> done automatically for you; you will have to do it yourself (for the simple reason
* that not all wand upgrades affect spells). SpellModifiers objects are <i>mutable</i>, so you can simply change the
* values they contain to modify the spell.
* <p>
* To use a SpellModifiers object within the <code>Spell.cast</code> methods, simply retrieve the desired multiplier
* using {@link SpellModifiers#get(Item)} for wand upgrades, or {@link SpellModifiers#get(String)} if the multiplier
* is not from a wand upgrade.
* using {@link SpellModifiers#get(Item)} for wand upgrades, or {@link SpellModifiers#get(String)} if the multiplier is
* not from a wand upgrade.
*
* @author Electroblob
* @since Wizardry 1.2
* @see WandHelper
@@ -36,45 +37,49 @@ import net.minecraftforge.fml.common.network.ByteBufUtils;
// would mean they have to be registered, and part of the point of SpellModifiers is that they can be added to on the
// fly.
public final class SpellModifiers {
/** Constant string identifier for the damage modifier. All the other modifiers in Wizardry have items. */
public static final String DAMAGE = "damage";
private Map<String, Float> multiplierMap;
private Map<String, Float> syncedMultiplierMap;
/** Creates an empty SpellModifiers object. All calls to <code>get(...)</code> on an empty SpellModifiers object
* will return a value of 1. */
/**
* Creates an empty SpellModifiers object. All calls to <code>get(...)</code> on an empty SpellModifiers object will
* return a value of 1.
*/
public SpellModifiers(){
multiplierMap = new HashMap<String, Float>();
syncedMultiplierMap = new HashMap<String, Float>();
}
/**
* Adds the given multiplier to this SpellModifiers object, using the string identifier that the given wand
* upgrade item was registered with.
* Adds the given multiplier to this SpellModifiers object, using the string identifier that the given wand upgrade
* item was registered with.
*
* @throws IllegalArgumentException if the given item is not a registered special wand upgrade.
* @param upgrade The upgrade item the multiplier corresponds to.
* @param multiplier The multiplier value, with 1 being default. Usage of modifiers is up to individual spells to
* implement.
* implement.
* @param needsSyncing Whether this multiplier should be synchronised with the client via packets. <i>Only set this
* to true if particles will be spawned which need to know the value of the multiplier.</i>
* to true if particles will be spawned which need to know the value of the multiplier.</i>
* @return The SpellModifiers object, allowing this method to be chained onto the constructor.
*/
public SpellModifiers set(Item upgrade, float multiplier, boolean needsSyncing){
this.set(WandHelper.getIdentifier(upgrade), multiplier, needsSyncing);
return this;
}
/**
* Adds the given multiplier to this SpellModifiers object, using the given string key. In most cases, the
* multiplier will correspond to a wand upgrade, in which case use {@link SpellModifiers#set(Item, float, boolean)}
* instead.
*
* @param key The key used to identify the multiplier.
* @param multiplier The multiplier value, with 1 being default. Usage of modifiers is up to individual spells to
* implement.
* implement.
* @param needsSyncing Whether this multiplier should be synchronised with the client via packets. <i>Only set this
* to true if particles will be spawned which depend on the multiplier.</i>
* to true if particles will be spawned which depend on the multiplier.</i>
* @return The SpellModifiers object, allowing this method to be chained onto the constructor.
*/
public SpellModifiers set(String key, float multiplier, boolean needsSyncing){
@@ -82,38 +87,44 @@ public final class SpellModifiers {
if(needsSyncing) syncedMultiplierMap.put(key, multiplier);
return this;
}
/** Returns the multiplier corresponding to the given wand upgrade item, or 1 if no multiplier was stored.
* @throws IllegalArgumentException if the given item is not a registered special wand upgrade. */
/**
* Returns the multiplier corresponding to the given wand upgrade item, or 1 if no multiplier was stored.
*
* @throws IllegalArgumentException if the given item is not a registered special wand upgrade.
*/
public float get(Item upgrade){
return get(WandHelper.getIdentifier(upgrade));
}
/** Returns the multiplier corresponding to the given string key, or 1 if no multiplier was stored. In most cases,
* the multiplier will correspond to a wand upgrade, in which case use {@link SpellModifiers#get(Item)}
* instead. */
/**
* Returns the multiplier corresponding to the given string key, or 1 if no multiplier was stored. In most cases,
* the multiplier will correspond to a wand upgrade, in which case use {@link SpellModifiers#get(Item)} instead.
*/
public float get(String key){
Float value = multiplierMap.get(key);
// Must check for null before unboxing, and if it is null, return the default 1.
return value == null ? 1 : value;
}
/** Returns an unmodifiable map of the modifiers stored in this SpellModifiers object. Useful for iterating through
* the modifiers. */
/**
* Returns an unmodifiable map of the modifiers stored in this SpellModifiers object. Useful for iterating through
* the modifiers.
*/
public Map<String, Float> getModifiers(){
return Collections.unmodifiableMap(this.multiplierMap);
}
/** Removes all modifiers from this SpellModifiers object, effectively resetting them all to 1. */
public void reset(){
this.multiplierMap.clear();
this.syncedMultiplierMap.clear();
}
/** Reads this SpellModifiers object from the given ByteBuf. */
public void read(ByteBuf buf){
int entryCount = buf.readInt();
for(int i=0; i<entryCount; i++){
for(int i = 0; i < entryCount; i++){
this.set(ByteBufUtils.readUTF8String(buf), buf.readFloat(), false);
}
}
@@ -126,12 +137,16 @@ public final class SpellModifiers {
buf.writeFloat(entry.getValue());
}
}
/** Creates a new SpellModifiers object from the given NBTTagCompound. The NBTTagCompound should have 1 or more
* float tags, which will be stored as modifiers under the same name as the tag. For example, the following NBT
* tag (in command syntax) will create a SpellModifiers object with a damage modifier of 1.5 and a range modifier of
* 2:<p><code>{damage:1.5, range:2}</code><p>
* Note that needsSyncing is set to true for all returned modifiers. */
/**
* Creates a new SpellModifiers object from the given NBTTagCompound. The NBTTagCompound should have 1 or more float
* tags, which will be stored as modifiers under the same name as the tag. For example, the following NBT tag (in
* command syntax) will create a SpellModifiers object with a damage modifier of 1.5 and a range modifier of 2:
* <p>
* <code>{damage:1.5, range:2}</code>
* <p>
* Note that needsSyncing is set to true for all returned modifiers.
*/
public static SpellModifiers fromNBT(NBTTagCompound nbt){
SpellModifiers modifiers = new SpellModifiers();
for(String key : nbt.getKeySet()){
@@ -11,29 +11,32 @@ import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
/** Much like {@link net.minecraft.enchantment.EnchantmentHelper EnchantmentHelper}, this class has some static methods
/**
* Much like {@link net.minecraft.enchantment.EnchantmentHelper EnchantmentHelper}, this class has some static methods
* which allow cleaner and more concise interaction with the wand NBT data, which is quite a complex structure. Such
* interaction previously resulted in rather verbose and repetitive code which was hard to read and even harder to debug!
* For example, this class allowed {@link electroblob.wizardry.item.ItemWand ItemWand} to be shortened by about 80 lines.
* In addition, by having all the various null checks and array size checks in one place, the chance of accidental errors
* due to forgetting to check these things is greatly reduced.
* interaction previously resulted in rather verbose and repetitive code which was hard to read and even harder to
* debug! For example, this class allowed {@link electroblob.wizardry.item.ItemWand ItemWand} to be shortened by about
* 80 lines. In addition, by having all the various null checks and array size checks in one place, the chance of
* accidental errors due to forgetting to check these things is greatly reduced.
* <p>
* Note that these methods contain no game logic at all; they are purely for interacting with the NBT data. Conversely,
* you should never need to access the wand's NBT data directly when using this class, but the keys are public in the
* unlikely case that this is necessary.
* <p>
* Also note that none of the methods in this class actually check that the given ItemStack contains an ItemWand; you
* can, for example, pass in a stack of snowballs without causing problems, but that is of course pointless! However,
* if you have your own spell casting item (which doesn't extend ItemWand), this setup means you can still use this class
* can, for example, pass in a stack of snowballs without causing problems, but that is of course pointless! However, if
* you have your own spell casting item (which doesn't extend ItemWand), this setup means you can still use this class
* to manage its NBT structure.
* <p>
* All <b>get</b> methods in this class return some kind of default if the passed-in wand stack has no nbt data.
* See individual method descriptions for more details.<br>
* All <b>set</b> methods in this class create a new nbt data for the passed-in wand if it has none, before doing
* All <b>get</b> methods in this class return some kind of default if the passed-in wand stack has no nbt data. See
* individual method descriptions for more details.<br>
* All <b>set</b> methods in this class create a new nbt data for the passed-in wand if it has none, before doing
* whatever else they do.
*
* @see electroblob.wizardry.item.ItemWand ItemWand
* @see electroblob.wizardry.packet.PacketControlInput PacketControlInput
* @since Wizardry 1.1 */
* @since Wizardry 1.1
*/
public final class WandHelper {
// NBT tag keys
@@ -44,7 +47,7 @@ public final class WandHelper {
private static final HashMap<Item, String> upgradeMap = new HashMap<Item, String>();
static {
static{
upgradeMap.put(WizardryItems.condenser_upgrade, "condenser");
upgradeMap.put(WizardryItems.storage_upgrade, "storage");
upgradeMap.put(WizardryItems.siphon_upgrade, "siphon");
@@ -55,9 +58,11 @@ public final class WandHelper {
upgradeMap.put(WizardryItems.attunement_upgrade, "attunement");
}
/** Returns an array containing the spells currently bound to the given wand. As of Wizardry 1.1, this array is not
/**
* Returns an array containing the spells currently bound to the given wand. As of Wizardry 1.1, this array is not
* always the same size; it can be anywhere between 5 and 8 (inclusive) in length. If the wand has no spell data,
* returns an array of length 0. */
* returns an array of length 0.
*/
public static Spell[] getSpells(ItemStack wand){
Spell[] spells = new Spell[0];
@@ -68,7 +73,7 @@ public final class WandHelper {
spells = new Spell[spellIDs.length];
for(int i=0; i<spellIDs.length; i++){
for(int i = 0; i < spellIDs.length; i++){
spells[i] = Spell.get(spellIDs[i]);
}
}
@@ -76,14 +81,17 @@ public final class WandHelper {
return spells;
}
/** Binds the given array of spells to the given wand. The array can be anywhere between 5 and 8 (inclusive) in length. */
/**
* Binds the given array of spells to the given wand. The array can be anywhere between 5 and 8 (inclusive) in
* length.
*/
public static void setSpells(ItemStack wand, Spell[] spells){
if(wand.getTagCompound() == null) wand.setTagCompound((new NBTTagCompound()));
int[] spellIDs = new int[spells.length];
for(int i=0; i<spells.length; i++){
for(int i = 0; i < spells.length; i++){
spellIDs[i] = spells[i] != null ? spells[i].id() : Spells.none.id();
}
@@ -111,12 +119,12 @@ public final class WandHelper {
public static void selectNextSpell(ItemStack wand){
// 5 here because if the spell array doesn't exist, the wand can't possibly have attunement upgrades
if(getSpells(wand).length < 0) setSpells(wand, new Spell[5]);
if(wand.getTagCompound() != null){
int numberOfSpells = getSpells(wand).length;
int selectedSpell = wand.getTagCompound().getInteger(SELECTED_SPELL_KEY);
// Greater than or equal to so that if attunement upgrades are somehow removed by NBT modification it just
// resets.
if(selectedSpell >= numberOfSpells - 1){
@@ -124,36 +132,38 @@ public final class WandHelper {
}else{
selectedSpell++;
}
wand.getTagCompound().setInteger(SELECTED_SPELL_KEY, selectedSpell);
}
}
/** Selects the previous spell in this wand's list of spells. */
public static void selectPreviousSpell(ItemStack wand){
// 5 here because if the spell array doesn't exist, the wand can't possibly have attunement upgrades
if(getSpells(wand).length < 0) setSpells(wand, new Spell[5]);
// This cannot possibly be null here, and yet I am getting an NPE...
if(wand.getTagCompound() != null){
int numberOfSpells = getSpells(wand).length;
int selectedSpell = wand.getTagCompound().getInteger(SELECTED_SPELL_KEY);
if(selectedSpell <= 0){
selectedSpell = numberOfSpells - 1;
}else{
selectedSpell--;
}
wand.getTagCompound().setInteger(SELECTED_SPELL_KEY, selectedSpell);
}
}
/** Returns an array of the cooldowns for each spell bound to the given wand. As of Wizardry 1.1, this array is not
/**
* Returns an array of the cooldowns for each spell bound to the given wand. As of Wizardry 1.1, this array is not
* always the same size; it can be anywhere between 5 and 8 (inclusive) in length. If the wand has no cooldown data,
* returns an array of length 0. */
* returns an array of length 0.
*/
public static int[] getCooldowns(ItemStack wand){
int[] cooldowns = new int[0];
@@ -182,7 +192,7 @@ public final class WandHelper {
// If there are no cooldowns, it is assumed that they are all zero and therefore nothing needs to be done.
if(cooldowns.length == 0) return;
for(int i=0; i<cooldowns.length; i++){
for(int i = 0; i < cooldowns.length; i++){
if(cooldowns[i] > 0) cooldowns[i]--;
}
@@ -215,8 +225,10 @@ public final class WandHelper {
setCooldowns(wand, cooldowns);
}
/** Returns the number of upgrades of the given type that have been applied to the given wand, or 0 if the wand has
* no upgrade data or the given item is not a valid wand upgrade. */
/**
* Returns the number of upgrades of the given type that have been applied to the given wand, or 0 if the wand has
* no upgrade data or the given item is not a valid wand upgrade.
*/
public static int getUpgradeLevel(ItemStack wand, Item upgrade){
String key = upgradeMap.get(upgrade);
@@ -229,8 +241,10 @@ public final class WandHelper {
}
/** Returns the total number of upgrades that have been applied to the given wand, or 0 if the wand has no upgrade
* data. */
/**
* Returns the total number of upgrades that have been applied to the given wand, or 0 if the wand has no upgrade
* data.
*/
public static int getTotalUpgrades(ItemStack wand){
int totalUpgrades = 0;
@@ -242,13 +256,16 @@ public final class WandHelper {
return totalUpgrades;
}
/** Applies the given upgrade to the given wand, or in other words increases the level for that upgrade by 1. This
* does <b>not</b> account for the individual or total upgrade stack limits. */
/**
* Applies the given upgrade to the given wand, or in other words increases the level for that upgrade by 1. This
* does <b>not</b> account for the individual or total upgrade stack limits.
*/
public static void applyUpgrade(ItemStack wand, Item upgrade){
if(wand.getTagCompound() == null) wand.setTagCompound((new NBTTagCompound()));
if(!wand.getTagCompound().hasKey(UPGRADES_KEY)) wand.getTagCompound().setTag(UPGRADES_KEY, new NBTTagCompound());
if(!wand.getTagCompound().hasKey(UPGRADES_KEY))
wand.getTagCompound().setTag(UPGRADES_KEY, new NBTTagCompound());
NBTTagCompound upgrades = wand.getTagCompound().getCompoundTag(UPGRADES_KEY);
@@ -258,35 +275,42 @@ public final class WandHelper {
wand.getTagCompound().setTag(UPGRADES_KEY, upgrades);
}
/** Returns true if the given item is a valid special wand upgrade. */
public static boolean isWandUpgrade(Item upgrade){
return upgradeMap.containsKey(upgrade);
}
/** Returns an unmodifiable set of all the items which are valid special wand upgrades. */
public static Set<Item> getSpecialUpgrades(){
return Collections.unmodifiableSet(WandHelper.upgradeMap.keySet());
}
/** Package-protected getter for the identifier that corresponds to the given item, used only in the
/**
* Package-protected getter for the identifier that corresponds to the given item, used only in the
* {@link SpellModifiers} class. Internal to Wizardry.
* @throws IllegalArgumentException if the given item is not a registered special wand upgrade.*/
*
* @throws IllegalArgumentException if the given item is not a registered special wand upgrade.
*/
static String getIdentifier(Item upgrade){
if(!isWandUpgrade(upgrade)) throw new IllegalArgumentException("Tried to get a wand upgrade key for an item"
+ "that is not a registered special wand upgrade.");
if(!isWandUpgrade(upgrade)) throw new IllegalArgumentException(
"Tried to get a wand upgrade key for an item" + "that is not a registered special wand upgrade.");
return upgradeMap.get(upgrade);
}
/** Registers a special upgrade with wizardry. Not used in the base mod, but I've put it here to make it easy
* for add-ons to add new wand upgrades.
/**
* Registers a special upgrade with wizardry. Not used in the base mod, but I've put it here to make it easy for
* add-ons to add new wand upgrades.
*
* @param upgrade The wand upgrade item
* @param identifier A unique string, used as a key for wand nbt tags
* @throws IllegalArgumentException if the passed in identifier is already used for another wand upgrade */
* @throws IllegalArgumentException if the passed in identifier is already used for another wand upgrade
*/
public static void registerSpecialUpgrade(Item upgrade, String identifier){
// Throwing an exception is the best thing to do here, since if a duplicate was allowed weird things would
// happen later with wand NBT.
if(upgradeMap.containsValue(identifier)) throw new IllegalArgumentException("Duplicate wand upgrade identifier: " + identifier);
if(upgradeMap.containsValue(identifier))
throw new IllegalArgumentException("Duplicate wand upgrade identifier: " + identifier);
upgradeMap.put(upgrade, identifier);
}
}
@@ -1,19 +1,9 @@
package electroblob.wizardry.util;
/** Enum constants representing the different types of particle added by wizardry. This was renamed from the previous
* EnumParticleType in the 1.10.2 port to avoid confusion with the vanilla version, EnumParticleTypes. */
/**
* Enum constants representing the different types of particle added by wizardry. This was renamed from the previous
* EnumParticleType in the 1.10.2 port to avoid confusion with the vanilla version, EnumParticleTypes.
*/
public enum WizardryParticleType {
BLIZZARD,
BRIGHT_DUST,
DARK_MAGIC,
DUST,
ICE,
LEAF,
MAGIC_BUBBLE,
MAGIC_FIRE,
PATH,
SNOW,
SPARK,
SPARKLE,
SPARKLE_ROTATING
BLIZZARD, BRIGHT_DUST, DARK_MAGIC, DUST, ICE, LEAF, MAGIC_BUBBLE, MAGIC_FIRE, PATH, SNOW, SPARK, SPARKLE, SPARKLE_ROTATING
}
@@ -15,124 +15,128 @@ import net.minecraft.pathfinding.PathPoint;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IBlockAccess;
/** Minecraft's pathfinder refused to play nicely, so I 'borrowed' its code and fiddled with it. Currently this is only
* used for the {@link Clairvoyance} spell. */
/**
* Minecraft's pathfinder refused to play nicely, so I 'borrowed' its code and fiddled with it. Currently this is only
* used for the {@link Clairvoyance} spell.
*/
public class WizardryPathFinder {
/** The path being generated */
private final PathHeap path = new PathHeap();
private final Set<PathPoint> closedSet = Sets.<PathPoint>newHashSet();
/** Selection of path points to add to the path */
private final PathPoint[] pathOptions = new PathPoint[32];
private final NodeProcessor nodeProcessor;
public WizardryPathFinder(NodeProcessor processor){
this.nodeProcessor = processor;
}
@Nullable
public Path findPath(IBlockAccess world, EntityLiving entity, BlockPos destination, float range){
return this.findPath(world, entity, (double)((float)destination.getX() + 0.5F), (double)((float)destination.getY() + 0.5F), (double)((float)destination.getZ() + 0.5F), range);
}
/** The path being generated */
private final PathHeap path = new PathHeap();
private final Set<PathPoint> closedSet = Sets.<PathPoint>newHashSet();
/** Selection of path points to add to the path */
private final PathPoint[] pathOptions = new PathPoint[32];
private final NodeProcessor nodeProcessor;
@Nullable
private Path findPath(IBlockAccess world, EntityLiving entity, double x, double y, double z, float range){
this.path.clearPath();
this.nodeProcessor.initProcessor(world, entity);
PathPoint pathpoint = this.nodeProcessor.getStart();
PathPoint pathpoint1 = this.nodeProcessor.getPathPointToCoords(x, y, z);
Path path = this.findPath(pathpoint, pathpoint1, range);
this.nodeProcessor.postProcess();
return path;
}
public WizardryPathFinder(NodeProcessor processor){
this.nodeProcessor = processor;
}
@Nullable
private Path findPath(PathPoint start, PathPoint end, float range){
start.totalPathDistance = 0.0F;
start.distanceToNext = start.distanceManhattan(end);
start.distanceToTarget = start.distanceToNext;
this.path.clearPath();
this.closedSet.clear();
this.path.addPoint(start);
PathPoint pathpoint = start;
int i = 0;
@Nullable
public Path findPath(IBlockAccess world, EntityLiving entity, BlockPos destination, float range){
return this.findPath(world, entity, (double)((float)destination.getX() + 0.5F),
(double)((float)destination.getY() + 0.5F), (double)((float)destination.getZ() + 0.5F), range);
}
while(!this.path.isPathEmpty()){
++i;
@Nullable
private Path findPath(IBlockAccess world, EntityLiving entity, double x, double y, double z, float range){
this.path.clearPath();
this.nodeProcessor.initProcessor(world, entity);
PathPoint pathpoint = this.nodeProcessor.getStart();
PathPoint pathpoint1 = this.nodeProcessor.getPathPointToCoords(x, y, z);
Path path = this.findPath(pathpoint, pathpoint1, range);
this.nodeProcessor.postProcess();
return path;
}
// This is the offending line - timeout limit changed from 200 to 5000.
if(i >= 5000){
break;
}
@Nullable
private Path findPath(PathPoint start, PathPoint end, float range){
PathPoint pathpoint1 = this.path.dequeue();
start.totalPathDistance = 0.0F;
start.distanceToNext = start.distanceManhattan(end);
start.distanceToTarget = start.distanceToNext;
this.path.clearPath();
this.closedSet.clear();
this.path.addPoint(start);
PathPoint pathpoint = start;
int i = 0;
if(pathpoint1.equals(end)){
pathpoint = end;
break;
}
while(!this.path.isPathEmpty()){
if(pathpoint1.distanceManhattan(end) < pathpoint.distanceManhattan(end)){
pathpoint = pathpoint1;
}
++i;
pathpoint1.visited = true;
int j = this.nodeProcessor.findPathOptions(this.pathOptions, pathpoint1, end, range);
// This is the offending line - timeout limit changed from 200 to 5000.
if(i >= 5000){
break;
}
for(int k = 0; k < j; ++k){
PathPoint pathpoint2 = this.pathOptions[k];
float f = pathpoint1.distanceManhattan(pathpoint2);
pathpoint2.distanceFromOrigin = pathpoint1.distanceFromOrigin + f;
pathpoint2.cost = f + pathpoint2.costMalus;
float f1 = pathpoint1.totalPathDistance + pathpoint2.cost;
PathPoint pathpoint1 = this.path.dequeue();
if(pathpoint2.distanceFromOrigin < range && (!pathpoint2.isAssigned() || f1 < pathpoint2.totalPathDistance)){
pathpoint2.previous = pathpoint1;
pathpoint2.totalPathDistance = f1;
pathpoint2.distanceToNext = pathpoint2.distanceManhattan(end) + pathpoint2.costMalus;
if(pathpoint1.equals(end)){
pathpoint = end;
break;
}
if(pathpoint2.isAssigned()){
this.path.changeDistance(pathpoint2, pathpoint2.totalPathDistance + pathpoint2.distanceToNext);
}else{
pathpoint2.distanceToTarget = pathpoint2.totalPathDistance + pathpoint2.distanceToNext;
this.path.addPoint(pathpoint2);
}
}
}
}
if(pathpoint1.distanceManhattan(end) < pathpoint.distanceManhattan(end)){
pathpoint = pathpoint1;
}
if(pathpoint == start){
return null;
}else{
Path path = this.createEntityPath(start, pathpoint);
return path;
}
}
pathpoint1.visited = true;
int j = this.nodeProcessor.findPathOptions(this.pathOptions, pathpoint1, end, range);
/**
* Returns a new PathEntity for a given start and end point
*/
private Path createEntityPath(PathPoint start, PathPoint end){
int i = 1;
for(int k = 0; k < j; ++k){
for(PathPoint pathpoint = end; pathpoint.previous != null; pathpoint = pathpoint.previous){
++i;
}
PathPoint pathpoint2 = this.pathOptions[k];
float f = pathpoint1.distanceManhattan(pathpoint2);
pathpoint2.distanceFromOrigin = pathpoint1.distanceFromOrigin + f;
pathpoint2.cost = f + pathpoint2.costMalus;
float f1 = pathpoint1.totalPathDistance + pathpoint2.cost;
PathPoint[] points = new PathPoint[i];
PathPoint pathpoint1 = end;
--i;
if(pathpoint2.distanceFromOrigin < range
&& (!pathpoint2.isAssigned() || f1 < pathpoint2.totalPathDistance)){
for(points[i] = end; pathpoint1.previous != null; points[i] = pathpoint1){
pathpoint1 = pathpoint1.previous;
--i;
}
pathpoint2.previous = pathpoint1;
pathpoint2.totalPathDistance = f1;
pathpoint2.distanceToNext = pathpoint2.distanceManhattan(end) + pathpoint2.costMalus;
return new Path(points);
}
if(pathpoint2.isAssigned()){
this.path.changeDistance(pathpoint2, pathpoint2.totalPathDistance + pathpoint2.distanceToNext);
}else{
pathpoint2.distanceToTarget = pathpoint2.totalPathDistance + pathpoint2.distanceToNext;
this.path.addPoint(pathpoint2);
}
}
}
}
if(pathpoint == start){
return null;
}else{
Path path = this.createEntityPath(start, pathpoint);
return path;
}
}
/**
* Returns a new PathEntity for a given start and end point
*/
private Path createEntityPath(PathPoint start, PathPoint end){
int i = 1;
for(PathPoint pathpoint = end; pathpoint.previous != null; pathpoint = pathpoint.previous){
++i;
}
PathPoint[] points = new PathPoint[i];
PathPoint pathpoint1 = end;
--i;
for(points[i] = end; pathpoint1.previous != null; points[i] = pathpoint1){
pathpoint1 = pathpoint1.previous;
--i;
}
return new Path(points);
}
}
File diff suppressed because it is too large Load Diff