Add charge-up mechanic for more powerful spells
- Implements spell charge-up in ItemWand - Assigns chargeup values in json files for spells that should have one - Adds a charge meter to the crosshair in first-person - Updates some javadoc comments appropriately
This commit is contained in:
@@ -44,7 +44,8 @@ import java.util.Map.Entry;
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public class GuiSpellDisplay {
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private static final ResourceLocation INDEX = new ResourceLocation(Wizardry.MODID, "textures/gui/spell_hud/_index.json");
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private static final ResourceLocation CHARGE_METER = new ResourceLocation(Wizardry.MODID, "textures/gui/spell_charge_meter.png");
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/** A map which stores all loaded HUD skin objects. This gets wiped on resource pack reload and repopulated with
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* mappings as specified by {@code _index.json} (these stack between resource packs). The keys in the map correspond
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* to the keys in {@code _index.json}, and are sorted in that order, with skins belonging to resource packs sorted
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@@ -55,6 +56,11 @@ public class GuiSpellDisplay {
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private static final Gson gson = new Gson();
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private static final Random random = new Random();
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/** Width of the charge meter. */
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private static final int CHARGE_METER_WIDTH = 25;
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/** Height of the charge meter. */
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private static final int CHARGE_METER_HEIGHT = 9;
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/** Width and height of the spell icon (very unlikely to change!) */
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private static final int SPELL_ICON_SIZE = 32;
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/** Number of ticks the spell switching animation plays for. */
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@@ -99,12 +105,7 @@ public class GuiSpellDisplay {
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@SubscribeEvent
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public static void draw(RenderGameOverlayEvent.Post event){
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if(event.getType() != RenderGameOverlayEvent.ElementType.TEXT
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&& event.getType() != RenderGameOverlayEvent.ElementType.HOTBAR) return;
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Minecraft mc = Minecraft.getMinecraft();
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EntityPlayer player = mc.player;
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EntityPlayer player = Minecraft.getMinecraft().player;
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if(player.isSpectator()) return; // Spectators shouldn't have the spell HUD!
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@@ -117,12 +118,74 @@ public class GuiSpellDisplay {
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wand = player.getHeldItemOffhand();
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mainHand = false;
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// If the player isn't holding a spellcasting item that shows the HUD, then nothing else needs to be done.
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if(!(wand.getItem() instanceof ISpellCastingItem && ((ISpellCastingItem)wand.getItem()).showSpellHUD(player, wand))) return;
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if(!(wand.getItem() instanceof ISpellCastingItem && ((ISpellCastingItem)wand.getItem()).showSpellHUD(player, wand)))
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return;
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}
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int width = event.getResolution().getScaledWidth();
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int height = event.getResolution().getScaledHeight();
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switch(event.getType()){
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case CROSSHAIRS:
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renderChargeMeter(player, wand, width, height, event.getPartialTicks());
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break;
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case HOTBAR:
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renderSpellHUD(player, wand, mainHand, width, height, event.getPartialTicks(), false);
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break;
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case TEXT:
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renderSpellHUD(player, wand, mainHand, width, height, event.getPartialTicks(), true);
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break;
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}
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}
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/**
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* Renders the spell charge meter around the crosshairs.
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* @param player A reference to the client player
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* @param wand The wand the HUD is for
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* @param width The width of the screen
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* @param height The height of the screen
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* @param partialTicks The current partial tick time
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*/
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private static void renderChargeMeter(EntityPlayer player, ItemStack wand, int width, int height, float partialTicks){
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if(Minecraft.getMinecraft().gameSettings.showDebugInfo) return; // Don't show charge meter in the debug screen
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if(Minecraft.getMinecraft().gameSettings.thirdPersonView != 0) return; // Don't show in third person
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Spell spell = WandHelper.getCurrentSpell(wand);
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if(spell.getChargeup() <= 0) return;
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// WHY WHY WHY are these methods named so misleadingly?! Sort yourselves out MCP!
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// (getItemInUseCount returns the max count MINUS the use count, and getItemInUseMaxCount returns the use count)
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if(player.getItemInUseMaxCount() == 0) return; // Not charging
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float charge = (player.getItemInUseMaxCount() + partialTicks) / spell.getChargeup();
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if(charge > 1) return; // Done charging
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Minecraft.getMinecraft().renderEngine.bindTexture(CHARGE_METER);
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int x1 = width/2 - CHARGE_METER_WIDTH/2;
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int y = height/2 - CHARGE_METER_HEIGHT/2;
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int w = (int)(CHARGE_METER_WIDTH/2 * charge);
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int u = CHARGE_METER_WIDTH - w;
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DrawingUtils.drawTexturedRect(x1, y, 0, 0, w, CHARGE_METER_HEIGHT, 32, 32);
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DrawingUtils.drawTexturedRect(x1 + u, y, u, 0, w, CHARGE_METER_HEIGHT, 32, 32);
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}
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/**
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* Renders the main spell HUD in the corner of the screen.
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* @param player A reference to the client player
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* @param wand The wand the HUD is for
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* @param mainHand True if the wand is in the player's main hand, false if it is in their offhand
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* @param width The width of the screen
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* @param height The height of the screen
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* @param partialTicks The current partial tick time
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* @param textLayer True to render the text layer, false to render the background (hotbar layer)
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*/
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private static void renderSpellHUD(EntityPlayer player, ItemStack wand, boolean mainHand, int width, int height, float partialTicks, boolean textLayer){
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boolean flipX = Wizardry.settings.spellHUDPosition.flipX;
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boolean flipY = Wizardry.settings.spellHUDPosition.flipY;
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@@ -130,16 +193,16 @@ public class GuiSpellDisplay {
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// ............. | This bit is true if the wand is on the left, false if it is on the right
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flipX = flipX == ((mainHand ? player.getPrimaryHand() : player.getPrimaryHand().opposite()) == EnumHandSide.LEFT);
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}
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Skin skin = skins.get(Wizardry.settings.spellHUDSkin);
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if(skin == null){
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Wizardry.logger.info("The spell HUD skin '" + Wizardry.settings.spellHUDSkin + "' specified in the config"
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+ " did not match any of the loaded skins; using the default skin as a fallback.");
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skin = skins.get(Settings.DEFAULT_HUD_SKIN_KEY);
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if(skin == null){
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Wizardry.logger.warn("The default spell HUD skin is missing! A resource pack must have overridden it"
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+ " with an invalid JSON file (default.json), please try again without any resource packs.");
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@@ -148,7 +211,7 @@ public class GuiSpellDisplay {
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}
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GlStateManager.pushMatrix();
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// 'Origin' of the spell hud (bottom left corner of the actual texture, always in the corner of the screen)
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int x = flipX ? width : 0;
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int y = flipY ? 0: height;
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@@ -169,45 +232,46 @@ public class GuiSpellDisplay {
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y = MathHelper.ceil(y/scale);
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}
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// TODO: Maybe convert this to use ISpellCastingItem
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Spell spell = WandHelper.getCurrentSpell(wand);
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int cooldown = WandHelper.getCurrentCooldown(wand);
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int maxCooldown = WandHelper.getCurrentMaxCooldown(wand);
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if(event.getType() == RenderGameOverlayEvent.ElementType.TEXT){
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if(textLayer){
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float animationProgress = Math.signum(switchTimer) * ((SPELL_SWITCH_TIME - Math.abs(switchTimer) +
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event.getPartialTicks()) / SPELL_SWITCH_TIME);
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partialTicks) / SPELL_SWITCH_TIME);
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String prevSpellName = getFormattedSpellName(WandHelper.getPreviousSpell(wand), player, WandHelper.getPreviousCooldown(wand));
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String spellName = getFormattedSpellName(spell, player, cooldown);
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String nextSpellName = getFormattedSpellName(WandHelper.getNextSpell(wand), player, WandHelper.getNextCooldown(wand));
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skin.drawText(x, y, flipX, flipY, prevSpellName, spellName, nextSpellName, animationProgress);
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}else if(event.getType() == RenderGameOverlayEvent.ElementType.HOTBAR){
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}else{
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boolean discovered = true;
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if(!player.isCreative() && WizardData.get(player) != null){
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discovered = WizardData.get(player).hasSpellBeenDiscovered(spell);
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}
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ResourceLocation icon = discovered ? spell.getIcon() : Spells.none.getIcon();
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float progress = 1;
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// Doesn't really matter what progress is when in creative, but we might as well avoid the calculation.
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if(!player.isCreative() && !spell.isContinuous){
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// Subtracted partial tick time to make it smoother
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progress = maxCooldown == 0 ? 1 : (maxCooldown - (float)cooldown + event.getPartialTicks()) / maxCooldown;
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progress = maxCooldown == 0 ? 1 : (maxCooldown - (float)cooldown + partialTicks) / maxCooldown;
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}
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skin.drawBackground(x, y, flipX, flipY, icon, progress, player.isCreative(), player.isPotionActive(WizardryPotions.arcane_jammer));
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}
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GlStateManager.popMatrix();
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}
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/**
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* Gets the name of the given spell, with formatting added according to its cooldown and whether the given player
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* has discovered it.
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@@ -134,9 +134,9 @@ public abstract class SpellCastEvent extends Event {
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/**
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* SpellCastEvent.Pre is fired just before a spell is cast. Use this event to change the spell modifiers and
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* generally alter the behaviour of the spell, or stop it from being cast entirely. For example, wizardry uses this
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* event to cancel spells cast by entities that have the arcane jammer effect. Note that for wands, this is called
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* <i>before</i> mana, tier and cooldowns are checked. Also note that this event is only fired once for continuous
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* spells, when they start casting.<br>
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* event to cancel spells cast by entities that have the arcane jammer effect. For wands, this is called
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* <i>before</i> mana, tier and cooldowns are checked, and before charge-up. Also note that this event is only fired
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* once for continuous spells, when they start casting.<br>
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* <br>
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* This event is {@link Cancelable}. If this event is canceled, the spell is not cast, mana is not consumed, and the
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* right-click action that caused it (if any) returns a result of FAIL, meaning that the right-click is passed to
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@@ -117,7 +117,8 @@ public interface ISpellCastingItem {
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/**
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* Casts the given spell using the given item stack. <b>This method does not perform any checks</b>; these are done
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* in {@link ISpellCastingItem#canCast(ItemStack, Spell, EntityPlayer, EnumHand, int, SpellModifiers)}. This method
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* also performs any post-casting logic, such as mana costs and cooldowns.
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* also performs any post-casting logic, such as mana costs and cooldowns. This method does not handle charge-up
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* times.
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* <p></p>
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* <i>N.B. Continuous spell casting from outside of the items requires a bit of extra legwork, see
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* {@link WizardData} for an example.</i>
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@@ -355,18 +355,19 @@ public class ItemWand extends Item implements IWorkbenchItem, ISpellCastingItem,
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SpellModifiers modifiers = this.calculateModifiers(stack, player, spell);
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if(canCast(stack, spell, player, hand, 0, modifiers)){
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// Now we can cast continuous spells with scrolls!
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if(spell.isContinuous){
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if(spell.isContinuous || spell.getChargeup() > 0){
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// Spells that need the mouse to be held (continuous, charge-up or both)
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if(!player.isHandActive()){
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player.setActiveHand(hand);
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// Store the modifiers for use each tick
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// Store the modifiers for use later
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if(WizardData.get(player) != null) WizardData.get(player).itemCastingModifiers = modifiers;
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// Return the player's held item so spells can change it if they wish (e.g. possession)
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return new ActionResult<>(EnumActionResult.SUCCESS, player.getHeldItem(hand));
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return new ActionResult<>(EnumActionResult.SUCCESS, stack);
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}
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}else{
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// All other (instant) spells
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if(cast(stack, spell, player, hand, 0, modifiers)){
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return new ActionResult<>(EnumActionResult.SUCCESS, player.getHeldItem(hand));
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return new ActionResult<>(EnumActionResult.SUCCESS, stack);
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}
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}
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}
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@@ -374,7 +375,8 @@ public class ItemWand extends Item implements IWorkbenchItem, ISpellCastingItem,
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return new ActionResult<>(EnumActionResult.FAIL, stack);
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}
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// For continuous spells. The count argument actually decrements by 1 each tick.
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// For continuous spells and spells with a charge-up time. The count argument actually decrements by 1 each tick.
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// N.B. The first time this gets called is the tick AFTER onItemRightClick is called, not the same tick
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@Override
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public void onUsingTick(ItemStack stack, EntityLivingBase user, int count){
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@@ -384,8 +386,6 @@ public class ItemWand extends Item implements IWorkbenchItem, ISpellCastingItem,
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Spell spell = WandHelper.getCurrentSpell(stack);
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if(!spell.isContinuous) return;
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SpellModifiers modifiers;
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if(WizardData.get(player) != null){
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@@ -394,15 +394,29 @@ public class ItemWand extends Item implements IWorkbenchItem, ISpellCastingItem,
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modifiers = this.calculateModifiers(stack, (EntityPlayer)user, spell); // Fallback to the old way, should never be used
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}
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int castingTick = stack.getMaxItemUseDuration() - count;
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int useTick = stack.getMaxItemUseDuration() - count;
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// Continuous spells (these must check if they can be cast each tick since the mana changes)
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// Don't call canCast when castingTick == 0 because we already did it in onItemRightClick
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if(castingTick == 0 || canCast(stack, spell, player, player.getActiveHand(), castingTick, modifiers)){
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cast(stack, spell, player, player.getActiveHand(), castingTick, modifiers);
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if(spell.isContinuous){
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// Continuous spell charge-up is simple, just don't do anything until it's charged
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if(useTick >= spell.getChargeup()){
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// castingTick needs to be relative to when the spell actually started
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int castingTick = useTick - spell.getChargeup();
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// Continuous spells (these must check if they can be cast each tick since the mana changes)
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// Don't call canCast when castingTick == 0 because we already did it in onItemRightClick - even
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// with charge-up times, because we don't want to trigger events twice
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if(castingTick == 0 || canCast(stack, spell, player, player.getActiveHand(), castingTick, modifiers)){
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cast(stack, spell, player, player.getActiveHand(), castingTick, modifiers);
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}else{
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// Stops the casting if it was interrupted, either by events or because the wand ran out of mana
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player.stopActiveHand();
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}
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}
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}else{
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// Stops the casting if it was interrupted, either by events or because the wand ran out of mana
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player.stopActiveHand();
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// Non-continuous spells need to check they actually have a charge-up since ALL spells call setActiveHand
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if(spell.getChargeup() > 0 && useTick == spell.getChargeup()){
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// Once the spell is charged, it's exactly the same as in onItemRightClick
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cast(stack, spell, player, player.getActiveHand(), 0, modifiers);
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}
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}
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}
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}
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@@ -450,8 +464,6 @@ public class ItemWand extends Item implements IWorkbenchItem, ISpellCastingItem,
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WizardryPacketHandler.net.sendToDimension(msg, world.provider.getDimension());
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}
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caster.setActiveHand(hand);
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// Mana cost
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int cost = (int)(spell.getCost() * modifiers.get(SpellModifiers.COST) + 0.1f); // Weird floaty rounding
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// As of wizardry 4.2 mana cost is only divided over two intervals each second
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@@ -461,6 +473,8 @@ public class ItemWand extends Item implements IWorkbenchItem, ISpellCastingItem,
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}
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caster.setActiveHand(hand);
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// Cooldown
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if(!spell.isContinuous && !caster.isCreative()){ // Spells only have a cooldown in survival
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WandHelper.setCurrentCooldown(stack, (int)(spell.getCooldown() * modifiers.get(WizardryItems.cooldown_upgrade)));
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Block a user