Add blindness tweak and stop smoke bombs giving the mind trick effect
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@@ -179,6 +179,8 @@ public final class Settings {
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* velocity-based one.
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*/
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public boolean replaceVanillaFallDamage = true; // TODO: This should be synced
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/** <b>[Server-only]</b> Whether to tweak the blindness effect to reduce follow distance when used on non-players. */
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public boolean blindnessTweak = true;
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/** <b>[Server-only]</b> Whether using bonemeal on grass blocks has a chance to grow crystal flowers. */
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public boolean bonemealGrowsCrystalFlowers = true;
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/**
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@@ -704,6 +706,13 @@ public final class Settings {
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replaceVanillaFallDamage = property.getBoolean();
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propOrder.add(property.getName());
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property = config.get(TWEAKS_CATEGORY, "blindnessTweak", true,
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"Whether to tweak the blindness effect to reduce follow distance when used on non-players. This automatically disables itself in favour of Potion Core's implementation if installed.");
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property.setLanguageKey("config." + Wizardry.MODID + ".blindness_tweak");
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Wizardry.proxy.setToNamedBooleanEntry(property);
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blindnessTweak = property.getBoolean();
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propOrder.add(property.getName());
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property = config.get(TWEAKS_CATEGORY, "mobLootTableWhitelist", new String[0], "Whitelist for loot tables to inject additional mob drops (as specified in loot_tables/entities/mob_additions.json) into. Wizardry makes a best guess as to which loot tables belong to hostile mobs, but this may not always be correct or appropriate; add loot table locations (not entity IDs) to this list to manually include them.");
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property.setLanguageKey("config." + Wizardry.MODID + ".mob_loot_table_whitelist");
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property.setRequiresMcRestart(true);
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@@ -26,6 +26,7 @@ import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.entity.player.EntityPlayerMP;
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import net.minecraft.entity.projectile.EntityArrow;
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import net.minecraft.init.MobEffects;
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import net.minecraft.item.ItemStack;
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import net.minecraft.potion.PotionEffect;
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import net.minecraft.util.EnumHand;
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@@ -192,16 +193,27 @@ public final class WizardryEventHandler {
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@SubscribeEvent
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public static void onLivingSetAttackTargetEvent(LivingSetAttackTargetEvent event){
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if(event.getTarget() != null && event.getEntityLiving() instanceof EntityLiving
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&& event.getTarget().isPotionActive(WizardryPotions.muffle)){
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if(event.getEntityLiving() instanceof EntityLiving && event.getTarget() != null){
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Vec3d vec = event.getTarget().getPositionEyes(1).subtract(event.getEntity().getPositionEyes(1));
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// Find the angle between the direction the mob is looking and the direction the player is in
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// Angle between a and b = acos((a.b) / (|a|*|b|))
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double angle = Math.acos(vec.dotProduct(event.getEntity().getLookVec()) / vec.length());
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System.out.println(angle);
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// If the player is not within the 144-degree arc in front of the mob, it won't detect them
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if(angle > 0.4 * Math.PI){
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// Muffle
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if(event.getTarget().isPotionActive(WizardryPotions.muffle)){
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Vec3d vec = event.getTarget().getPositionEyes(1).subtract(event.getEntity().getPositionEyes(1));
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// Find the angle between the direction the mob is looking and the direction the player is in
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// Angle between a and b = acos((a.b) / (|a|*|b|))
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double angle = Math.acos(vec.dotProduct(event.getEntity().getLookVec()) / vec.length());
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System.out.println(angle);
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// If the player is not within the 144-degree arc in front of the mob, it won't detect them
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if(angle > 0.4 * Math.PI){
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((EntityLiving)event.getEntityLiving()).setAttackTarget(null);
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}
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}
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// Blindness tweak
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// I'm not going as far as potion core's implementation, this is just so it does *something* to mobs
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if(event.getEntityLiving().isPotionActive(MobEffects.BLINDNESS) && !Loader.isModLoaded("potioncore")
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&& Wizardry.settings.blindnessTweak && event.getTarget().getDistanceSq(event.getEntity()) > 2.5 * 2.5){
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// Can't detect anything more than 2.5 blocks away (roughly the player's view distance when blinded)
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((EntityLiving)event.getEntityLiving()).setAttackTarget(null);
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}
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}
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@@ -1,13 +1,11 @@
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package electroblob.wizardry.entity.projectile;
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import electroblob.wizardry.registry.Spells;
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import electroblob.wizardry.registry.WizardryPotions;
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import electroblob.wizardry.registry.WizardrySounds;
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import electroblob.wizardry.spell.Spell;
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import electroblob.wizardry.util.EntityUtils;
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import electroblob.wizardry.util.ParticleBuilder;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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import net.minecraft.entity.EntityLiving;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.init.MobEffects;
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import net.minecraft.potion.PotionEffect;
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@@ -64,14 +62,7 @@ public class EntitySmokeBomb extends EntityBomb {
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for(EntityLivingBase target : targets){
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if(target != this.getThrower()){
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// Gives the target blindness, and mind trick if it's not a player (since this has the desired
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// effect of preventing targeting)
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target.addPotionEffect(new PotionEffect(MobEffects.BLINDNESS, duration, 0));
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if(target instanceof EntityLiving){
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((EntityLiving)target).setAttackTarget(null);
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target.addPotionEffect(new PotionEffect(WizardryPotions.mind_trick, duration, 0));
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}
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}
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}
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@@ -1359,6 +1359,8 @@ config.ebwizardry.replace_vanilla_fall_damage=Replace Vanilla Fall Damage
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config.ebwizardry.replace_vanilla_fall_damage.tooltip=Whether to replace Minecraft's distance-based fall damage calculation with an equivalent, velocity-based one. This is done such that mobs in freefall will take exactly the same damage as normal, so it will not break falling-based mob farms. Disable this if you experience falling-related weirdness! If this is disabled, some spells revert to a more simplistic method of resetting the player's fall damage in certain cases.
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config.ebwizardry.replace_vanilla_fall_damage.true=Yes - it's parkour time
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config.ebwizardry.replace_vanilla_fall_damage.false=No - break my legs normally
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config.ebwizardry.blindness_tweak=Blindness Tweak
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config.ebwizardry.blindness_tweak.tooltip=Whether to tweak the blindness effect to reduce follow distance when used on non-players. This automatically disables itself in favour of Potion Core's implementation if installed.
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config.ebwizardry.mob_loot_table_whitelist=Mob Loot Table Whitelist
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config.ebwizardry.mob_loot_table_whitelist.tooltip=Whitelist for loot tables to inject additional mob drops (as specified in loot_tables/entities/mob_additions.json) into. Wizardry makes a best guess as to which loot tables belong to hostile mobs, but this may not always be correct or appropriate; add loot table locations (not entity IDs) to this list to manually include them.
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config.ebwizardry.mob_loot_table_blacklist=Mob Loot Table Blacklist
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@@ -1359,6 +1359,8 @@ config.ebwizardry.replace_vanilla_fall_damage=Replace Vanilla Fall Damage
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config.ebwizardry.replace_vanilla_fall_damage.tooltip=Whether to replace Minecraft's distance-based fall damage calculation with an equivalent, velocity-based one. This is done such that mobs in freefall will take exactly the same damage as normal, so it will not break falling-based mob farms. Disable this if you experience falling-related weirdness! If this is disabled, some spells revert to a more simplistic method of resetting the player's fall damage in certain cases.
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config.ebwizardry.replace_vanilla_fall_damage.true=Yes - it's parkour time
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config.ebwizardry.replace_vanilla_fall_damage.false=No - break my legs normally
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config.ebwizardry.blindness_tweak=Blindness Tweak
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config.ebwizardry.blindness_tweak.tooltip=Whether to tweak the blindness effect to reduce follow distance when used on non-players. This automatically disables itself in favour of Potion Core's implementation if installed.
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config.ebwizardry.mob_loot_table_whitelist=Mob Loot Table Whitelist
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config.ebwizardry.mob_loot_table_whitelist.tooltip=Whitelist for loot tables to inject additional mob drops (as specified in loot_tables/entities/mob_additions.json) into. Wizardry makes a best guess as to which loot tables belong to hostile mobs, but this may not always be correct or appropriate; add loot table locations (not entity IDs) to this list to manually include them.
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config.ebwizardry.mob_loot_table_blacklist=Mob Loot Table Blacklist
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