Initial commit

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Electroblob
2018-01-19 20:33:04 +00:00
commit da6b007a3a
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package electroblob.wizardry;
import java.lang.ref.WeakReference;
import java.util.HashMap;
import java.util.HashSet;
import java.util.Iterator;
import java.util.Map;
import java.util.Map.Entry;
import java.util.Set;
import java.util.UUID;
import electroblob.wizardry.constants.Element;
import electroblob.wizardry.enchantment.Imbuement;
import electroblob.wizardry.entity.EntityShield;
import electroblob.wizardry.entity.living.ISummonedCreature;
import electroblob.wizardry.packet.PacketCastContinuousSpell;
import electroblob.wizardry.packet.PacketPlayerSync;
import electroblob.wizardry.packet.PacketTransportation;
import electroblob.wizardry.packet.WizardryPacketHandler;
import electroblob.wizardry.registry.Spells;
import electroblob.wizardry.registry.WizardryAchievements;
import electroblob.wizardry.spell.None;
import electroblob.wizardry.spell.Spell;
import electroblob.wizardry.util.MagicDamage;
import electroblob.wizardry.util.MagicDamage.DamageType;
import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.enchantment.Enchantment;
import net.minecraft.enchantment.EnchantmentHelper;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.init.MobEffects;
import net.minecraft.init.SoundEvents;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagInt;
import net.minecraft.nbt.NBTTagString;
import net.minecraft.potion.PotionEffect;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.math.BlockPos;
import net.minecraftforge.common.capabilities.Capability;
import net.minecraftforge.common.capabilities.CapabilityInject;
import net.minecraftforge.common.capabilities.ICapabilitySerializable;
import net.minecraftforge.common.util.Constants.NBT;
import net.minecraftforge.common.util.INBTSerializable;
import net.minecraftforge.fml.common.network.simpleimpl.IMessage;
/** Capability-based replacement for the old ExtendedPlayer class from 1.7.10. This has been reworked to leave
* minimum external changes (for my own sanity, mainly!). Turns out the only major difference between an internal
* capability and an IEEP is a couple of redundant classes and a different way of registering it.
* <p>
* Forge seems to have separate classes to hold the Capability<...> instance ('key') and
* methods for getting the capability, but in my opinion there are already too many classes to deal with, so I'm not
* adding any more than are necessary, meaning those constants and values are kept here instead.
* @since Wizardry 1.2
* @author Electroblob */
// On the plus side, having to rethink this class allowed me to clean it up a lot.
public class WizardData implements INBTSerializable<NBTTagCompound> {
/** Static instance of what I like to refer to as the capability key. Private because, well, it's internal! */
// This annotation does some crazy Forge magic behind the scenes and assigns this field a value.
@CapabilityInject(WizardData.class)
private static final Capability<WizardData> WIZARD_DATA_CAPABILITY = null;
private final EntityPlayer player;
// This one is still necessary, because I can't override the equip animation for items that aren't from Wizardry.
private Map<Imbuement, Integer> imbuementDurations;
public boolean hasSpiritWolf;
public boolean hasSpiritHorse;
/** Whether this player is currently casting a continuous spell via commands. Not saved over world reload
* and reset on player death. */
private Spell currentlyCasting;
/** The time for which this player has been casting a continuous spell via commands. Increments by 1 each tick.
* Not saved over world reload and reset on player death. */
private int castingTick;
/** SpellModifiers object for the current continuous spell cast via commands. Not saved over world reload and
* reset on player death. */
private SpellModifiers spellModifiers;
/** Coordinates for the saved transportation stone circle location. Will be null if no location is saved. */
private BlockPos stoneCircleLocation;
/** Dimension id which the saved stone circle is in. */
private int stoneCircleDimension;
/** Time left until the player teleports under the effect of transportation */
private int tpCountdown;
/** Coordinates for the saved clairvoyance location. Will be null if no location is saved. */
private BlockPos clairvoyanceLocation;
/** Dimension id which the saved clairvoyance point is in. */
private int clairvoyanceDimension;
public EntityShield shield;
public WeakReference<ISummonedCreature> selectedMinion;
/** Set of this player's discovered spells. <b>Do not write to this list directly</b>, use
* {@link WizardData#discoverSpell(Spell)} instead. */
public Set<Spell> spellsDiscovered;
private Set<UUID> allies;
/** List of usernames of this player's allies. May not be accurate 100% of the time. This is here so that a player
* can view the usernames of their allies even when those allies are not online.
* <b> Do not use this for any other purpose than displaying the names! */
public Set<String> allyNames;
private Set<UUID> soulboundCreatures;
public WizardData(EntityPlayer player){
this.player = player;
this.imbuementDurations = new HashMap<Imbuement, Integer>();
this.spellsDiscovered = new HashSet<Spell>();
// All players can recognise magic missile. This is not done using discoverSpell because that seems to cause
// a crash on load occasionally (probably something to do with achievements being initalised)
this.spellsDiscovered.add(Spells.magic_missile);
this.hasSpiritWolf = false;
this.hasSpiritHorse = false;
this.currentlyCasting = Spells.none;
this.spellModifiers = new SpellModifiers();
this.castingTick = 0;
this.stoneCircleDimension = 0;
this.clairvoyanceDimension = 0;
this.setTpCountdown(0);
this.allies = new HashSet<UUID>();
this.allyNames = new HashSet<String>();
this.soulboundCreatures = new HashSet<UUID>();
}
public boolean hasSpellBeenDiscovered(Spell spell){
return spellsDiscovered.contains(spell) || spell instanceof None;
}
/**
* Adds the given spell to the list of discovered spells for this player. Automatically takes into account
* whether the spell has been discovered. Use this method rather than adding directly to the list because it
* handles achievements.
* @param spell The spell to be discovered
* @return True if the spell had not already been discovered; false otherwise.
*/
public boolean discoverSpell(Spell spell){
if(spellsDiscovered == null){
spellsDiscovered = new HashSet<Spell>();
}
// The 'none' spell cannot be discovered
if(spell instanceof None) return false;
// Tries to add the spell to the list of discovered spells, and returns false if it was already present
if(!spellsDiscovered.add(spell)) return false;
// If the spell had not already been discovered, achievements can be triggered and the method returns true
if(spellsDiscovered.containsAll(Spell.getSpells(Spell::isEnabled))){
this.player.addStat(WizardryAchievements.all_spells);
}
for(Element element : Element.values()){
if(element != Element.MAGIC && spellsDiscovered.containsAll(Spell.getSpells(new Spell.TierElementFilter(null, element)))){
this.player.addStat(WizardryAchievements.element_master);
}
}
return true;
}
/** Sets the player's saved transportation stone location and dimension. */
public void setStoneCircleLocation(BlockPos pos, int dimensionID){
this.stoneCircleLocation = pos;
this.stoneCircleDimension = dimensionID;
}
/** Returns the coordinates of the associated player's saved transportation stone circle. */
public BlockPos getStoneCircleLocation(){ return stoneCircleLocation; }
/** Returns the dimension ID of the associated player's saved transportation stone circle. */
public int getStoneCircleDimension(){ return stoneCircleDimension; }
public int getTpCountdown() { return tpCountdown; }
public void setTpCountdown(int tpCountdown) { this.tpCountdown = tpCountdown; }
/** Sets the player's saved clairvoyance location. */
public void setClairvoyancePoint(BlockPos pos, int dimensionID){
this.clairvoyanceLocation = pos;
this.clairvoyanceDimension = dimensionID;
}
/** Returns the coordinates for the saved clairvoyance location. Will be null if no location is saved. */
public BlockPos getClairvoyanceLocation(){ return clairvoyanceLocation; }
/** Returns the dimension ID for the saved clairvoyance location. Will be null if no location is saved. */
public int getClairvoyanceDimension(){ return clairvoyanceDimension; }
/** Overwrites the imbuement duration associated with the given imubement for this player, or creates it if there
* was none previously.
* @throws IllegalArgumentException if the given {@link Enchantment} is not an {@link Imbuement}. */
public void setImbuementDuration(Enchantment enchantment, int duration){
// It is best to throw an exception here, because otherwise the error would either go unnoticed (if non-imbuements
// were ignored) or cause a ClassCastException later (if non-imbuements were allowed to be added).
if(enchantment instanceof Imbuement){
this.imbuementDurations.put((Imbuement) enchantment, duration);
}else{
throw new IllegalArgumentException("Attempted to set an imbuement duration for something that isn't an Imbuement! (This exception has been thrown now to prevent a ClassCastException from occurring later.)");
}
}
/** Returns the imbuement duration associated with the given imbuement for this player, or 0 if it does not exist. */
public int getImbuementDuration(Enchantment enchantment){
// Need to check that i is not null, otherwise it throws an NPE when Java auto-unboxes it.
// What's nice here is that the map simply accepts objects as keys, so there's no need to cast or throw exceptions.
Integer i = this.imbuementDurations.get(enchantment);
// If i is null, returns 0; otherwise returns i, auto-unboxed to an int.
return i == null ? 0 : i;
}
/** Decrements the duration for each conjured item by 1, and removes from the map any that are 0 or less or that
* the player no longer has. Also deletes the item from the player's inventory if it runs out of time. */
private void updateImbuedItems(){
Set<Imbuement> activeImbuements = new HashSet<Imbuement>();
// For each item in the player's inventory
for(ItemStack stack : player.inventory.mainInventory){
if(stack != null && stack.isItemEnchanted()){
Map<Enchantment, Integer> enchantments = EnchantmentHelper.getEnchantments(stack);
Iterator<Entry<Enchantment, Integer>> iterator = enchantments.entrySet().iterator();
// For each of the item's enchantments
while(iterator.hasNext()){
Enchantment enchantment = iterator.next().getKey();
// Ignores the enchantment unless it is an imbuement
if(enchantment instanceof Imbuement){
int duration = this.getImbuementDuration(enchantment);
// If the imbuement is still active:
if(duration > 0){
// Decrements the timer
this.imbuementDurations.put((Imbuement)enchantment, duration-1);
// Adds this imbuement to the set of imbuements that need to be kept
activeImbuements.add((Imbuement)enchantment);
// Otherwise:
}else{
// Removes the enchantment from the enchantment map
iterator.remove();
// Applies the new enchantment map to the item
EnchantmentHelper.setEnchantments(enchantments, stack);
}
}
}
}
}
// Removes all imbuements from the map that are no longer active
this.imbuementDurations.keySet().retainAll(activeImbuements);
}
/** Adds the given player to the list of allies belonging to the associated player, or removes the player if
* they are already in the list of allies. Returns true if the player was added, false if they were removed. */
public boolean toggleAlly(EntityPlayer player){
if(this.isPlayerAlly(player)){
this.allies.remove(player.getUniqueID());
// The remove method uses .equals() rather than == so this will work fine.
this.allyNames.remove(player.getName());
return false;
}else{
this.allies.add(player.getUniqueID());
this.allyNames.add(player.getName());
return true;
}
}
/** Returns whether the given player is in this player's list of allies, or is on the same team as this player. */
public boolean isPlayerAlly(EntityPlayer player){
return this.allies.contains(player.getUniqueID()) || this.player.isOnSameTeam(player);
}
/** Adds the given entity to this player's list of soulbound creatures, and returns whether it succeeded. */
public boolean soulbind(EntityLivingBase target){
return this.soulboundCreatures.add(target.getUniqueID());
}
/** Returns whether the given entity has been soulbound to this player. */
public boolean isCreatureSoulbound(EntityPlayer target){
return this.soulboundCreatures.contains(target.getUniqueID());
}
/** Damages all creatures soulbound to this player by the given amount, and removes from the list any that no
* longer exist. */
public void damageAllSoulboundCreatures(float damage){
for(Iterator<UUID> iterator = this.soulboundCreatures.iterator(); iterator.hasNext();){
Entity entity = WizardryUtilities.getEntityByUUID(this.player.worldObj, iterator.next());
if(entity == null) iterator.remove();
if(entity instanceof EntityLivingBase){
// Retaliatory effect
if(entity.attackEntityFrom(MagicDamage.causeDirectMagicDamage(this.player, DamageType.MAGIC, true), damage)){
// Sound only plays if the damage succeeds
player.playSound(SoundEvents.ENTITY_WITHER_HURT, 1.0F, player.worldObj.rand.nextFloat() * 0.2F + 1.0F);
}
}
}
}
/** Starts casting the given spell with the given modifiers. */
public void startCastingContinuousSpell(Spell spell, SpellModifiers modifiers){
this.currentlyCasting = spell;
this.spellModifiers = modifiers;
if(!this.player.worldObj.isRemote){
PacketCastContinuousSpell.Message message = new PacketCastContinuousSpell.Message(this.player.getEntityId(),
spell.id(), this.spellModifiers);
WizardryPacketHandler.net.sendToDimension(message, this.player.worldObj.provider.getDimension());
}
}
/** Stops casting the current spell. */
public void stopCastingContinuousSpell(){
this.currentlyCasting = Spells.none;
this.castingTick = 0;
this.spellModifiers.reset();
if(!this.player.worldObj.isRemote){
PacketCastContinuousSpell.Message message = new PacketCastContinuousSpell.Message(this.player.getEntityId(),
Spells.none.id(), this.spellModifiers);
WizardryPacketHandler.net.sendToDimension(message, this.player.worldObj.provider.getDimension());
}
}
/** Returns whether this player is currently casting a continuous spell via commands. */
public boolean isCasting(){
return this.currentlyCasting != null && this.currentlyCasting != Spells.none;
}
/** Returns the continuous spell this player is currently casting via commands, or the 'none' spell if they aren't
* casting anything. */
public Spell currentlyCasting(){
return currentlyCasting;
}
/** Called from the event handler each time the associated player is updated. */
public void update(){
if(this.selectedMinion != null && this.selectedMinion.get() == null) this.selectedMinion = null;
// This new system removes a lot of repetitive event handler code and inflexible variables which had duplicate
// functions, just for different enchantments.
updateImbuedItems();
if(!player.worldObj.isRemote){
if(getTpCountdown() == 1){
player.setPositionAndUpdate(this.stoneCircleLocation.getX() + 0.5, this.stoneCircleLocation.getY(),
this.stoneCircleLocation.getZ() + 0.5);
player.addPotionEffect(new PotionEffect(MobEffects.BLINDNESS, 50, 0));
IMessage msg = new PacketTransportation.Message(player.getEntityId());
WizardryPacketHandler.net.sendToDimension(msg, player.worldObj.provider.getDimension());
}
if(getTpCountdown() > 0){
setTpCountdown(getTpCountdown() - 1);
}
}
if(this.currentlyCasting != null && this.currentlyCasting.isContinuous){
this.currentlyCasting.cast(player.worldObj, player, EnumHand.MAIN_HAND, castingTick++, this.spellModifiers);
}else{
this.castingTick = 0;
}
}
/**
* Returns the WizardData instance for the specified player.
*/
public static final WizardData get(EntityPlayer player){
return player.getCapability(WIZARD_DATA_CAPABILITY, null);
}
/** Called from the event handler each time the associated player entity is cloned, i.e. on respawn or when
* travelling to a different dimension. Used to copy over any variables that should persist over player death.
* This is the inverse of the old onPlayerDeath method, which reset the variables that shouldn't persist.
* @param data The old WizardData whose variables are to be copied over.
* @param respawn True if the player died and is respawning, false if they are just travelling between dimensions. */
public void copyFrom(WizardData data, boolean respawn){
// TODO: What happens with spirit wolf and spirit horse?
this.hasSpiritHorse = data.hasSpiritHorse;
this.hasSpiritWolf = data.hasSpiritWolf;
this.allies = data.allies;
this.allyNames = data.allyNames;
this.clairvoyanceDimension = data.clairvoyanceDimension;
this.clairvoyanceLocation = data.clairvoyanceLocation;
this.selectedMinion = data.selectedMinion;
// Curse of soulbinding is lifted when the caster dies, but not when they switch dimensions.
if(!respawn) this.soulboundCreatures = data.soulboundCreatures;
this.spellsDiscovered = data.spellsDiscovered;
this.stoneCircleDimension = data.stoneCircleDimension;
this.stoneCircleLocation = data.stoneCircleLocation;
// Imbuements are lost on death so their durations do not persist.
// Command spell casting is reset on death so the associated variables do not persist.
// tpCountdown is reset both when the player dies and when they switch dimensions.
}
/** Sends a packet to this player's client to synchronise necessary information. Only called server side. */
public void sync(){
if(this.player instanceof EntityPlayerMP){
int id = -1;
if(this.selectedMinion != null && this.selectedMinion.get() instanceof Entity) id = ((Entity)this.selectedMinion.get()).getEntityId();
IMessage msg = new PacketPlayerSync.Message(this.spellsDiscovered, id);
WizardryPacketHandler.net.sendTo(msg, (EntityPlayerMP)this.player);
}
}
@Override
public NBTTagCompound serializeNBT() {
NBTTagCompound properties = new NBTTagCompound();
// ...so Java 8 allows you to do stuff like this:
properties.setTag("imbuements", WizardryUtilities.mapToNBT(this.imbuementDurations,
imbuement -> new NBTTagInt(Enchantment.getEnchantmentID((Enchantment)imbuement)), NBTTagInt::new));
properties.setBoolean("hasSpiritWolf", this.hasSpiritWolf);
properties.setBoolean("hasSpiritHorse", this.hasSpiritHorse);
if(this.stoneCircleLocation != null) properties.setLong("stoneCircleLocation", this.stoneCircleLocation.toLong());
properties.setInteger("stoneCircleDimension", this.stoneCircleDimension);
properties.setInteger("tpCountdown", this.tpCountdown);
if(this.clairvoyanceLocation != null) properties.setLong("clairvoyanceLocation", this.clairvoyanceLocation.toLong());
properties.setInteger("clairvoyanceDimension", this.getClairvoyanceDimension());
// THIS is why I wrote the list/map <-> NBT methods. Look how neat this is!
properties.setTag("allies", WizardryUtilities.listToNBT(this.allies, WizardryUtilities::UUIDtoTagCompound));
properties.setTag("allyNames", WizardryUtilities.listToNBT(this.allyNames, NBTTagString::new));
properties.setTag("soulboundCreatures", WizardryUtilities.listToNBT(this.soulboundCreatures, WizardryUtilities::UUIDtoTagCompound));
// Might be worth converting this over to WizardryUtilities.listToNBT.
int[] spells = new int[this.spellsDiscovered.size()];
int i=0;
for(Spell spell : this.spellsDiscovered){
spells[i] = spell.id();
i++;
}
properties.setIntArray("discoveredSpells", spells);
return properties;
}
@Override
public void deserializeNBT(NBTTagCompound nbt) {
if(nbt != null){
this.imbuementDurations = WizardryUtilities.NBTToMap(nbt.getTagList("imbuements", NBT.TAG_COMPOUND),
(NBTTagInt tag) -> (Imbuement)Enchantment.getEnchantmentByID(tag.getInt()), NBTTagInt::getInt);
this.hasSpiritWolf = nbt.getBoolean("hasSpiritWolf");
this.hasSpiritHorse = nbt.getBoolean("hasSpiritHorse");
this.stoneCircleLocation = BlockPos.fromLong(nbt.getLong("stoneCircleLocation"));
this.stoneCircleDimension = nbt.getInteger("stoneCircleDimension");
this.tpCountdown = nbt.getInteger("tpCountdown");
this.clairvoyanceLocation = BlockPos.fromLong(nbt.getLong("clairvoyanceLocation"));
this.clairvoyanceDimension = nbt.getInteger("clairvoyanceDimension");
this.allies = new HashSet<UUID>(WizardryUtilities.NBTToList(nbt.getTagList("allies", NBT.TAG_COMPOUND),
WizardryUtilities::tagCompoundToUUID));
this.allyNames = new HashSet<String>(WizardryUtilities.NBTToList(nbt.getTagList("allyNames", NBT.TAG_STRING),
NBTTagString::getString));
this.soulboundCreatures = new HashSet<UUID>(WizardryUtilities.NBTToList(nbt.getTagList("soulboundCreatures", NBT.TAG_COMPOUND),
WizardryUtilities::tagCompoundToUUID));
this.spellsDiscovered = new HashSet<Spell>();
for(int id : nbt.getIntArray("discoveredSpells")){
spellsDiscovered.add(Spell.get(id));
}
}
}
/** This is a nested class for a few reasons: firstly, it makes sense because instances of this and WizardData go
* hand-in-hand; secondly, it's too short to be worth a separate file; and thirdly (and most importantly) it allows
* me to access WIZARD_DATA_CAPABILITY while keeping it private. */
public static class Provider implements ICapabilitySerializable<NBTTagCompound> {
private final WizardData data;
public Provider(EntityPlayer player){
data = new WizardData(player);
}
@Override
public boolean hasCapability(Capability<?> capability, EnumFacing facing) {
return capability == WIZARD_DATA_CAPABILITY;
}
@Override
public <T> T getCapability(Capability<T> capability, EnumFacing facing) {
if(capability == WIZARD_DATA_CAPABILITY){
return WIZARD_DATA_CAPABILITY.cast(data);
}
return null;
}
@Override
public NBTTagCompound serializeNBT() {
return data.serializeNBT();
}
@Override
public void deserializeNBT(NBTTagCompound nbt) {
data.deserializeNBT(nbt);
}
}
// Ended up deleting IWizardData because it was unnecessary. This is the comment that was at the start of it:
/* I'm not going to lie, I will never find the capabilities system even remotely intuitive so this is a bare-minimum
* approach just to get things working (four classes where one would have done?!) At one point I considered simply
* wrapping my old IEEP inside a single-field capability, but I eventually decided I would at least *try* to do it
* properly.
*
* "...without having to directly implement many interfaces." - Forge Docs. I still can't see what's wrong with
* implementing many interfaces; surely that's what Java interfaces are designed for?
*
* Other things I find annoying:
* - IStorage. It's completely redundant in the majority of cases, and I don't understand why we need yet another
* separate class.
* - Making an interface, only to implement it once and once only. This completely defeats the point of interfaces.
* - The EnumFacing parameter, which is again redundant for everything that isn't a tile entity. So much for a clean,
* neat system.
*
* What Forge has effectively done is conflated two different functions: attaching data to stuff and cross-mod
* integration/soft dependencies. I think this is bad design; it would have been better to keep the two features separate.
*
* Here's my current understanding of how the capability system works:
* - You make an interface which defines the things your capability can do (this class). I will call this the TEMPLATE.
* - You implement that interface with your default implementation (WizardData). This is the closest analog to your old
* IEEP implementation class. THIS CLASS STORES ALL THE VARIABLES, and hence has one instance for each instance of whatever
* it is attached to. I will call this the DATA.
* - The DATA class implements INBTSerializable (assuming you want it to be saved, which is nearly always the case)
* - Despite its name, Capability<T> does NOT represent a capability itself. Instead, it acts as a sort of identifier/key,
* the idea being that you can access a particular instance of your DATA given the key (which tells forge that you want a
* capability of type TEMPLATE) and the object you want the DATA for. This is what Entity.getCapability(...) does.
*
* To really understand what's going on though, you need to sift through Forge's verbose data structures and find where
* capabilities are actually hooked into vanilla:
* - Anything that implements ICapabilityProvider will have a private CapabilityDispatcher field. This holds other
* ICapabilityProviders. (I know. This inheritance pattern DOES NOT MAKE SENSE, because these could, in theory, be OTHER
* ENTITIES!)
* - This field is assigned a value through Forge's event factory, which, as we are all familiar with, calls all the
* methods marked with @SubscribeEvent. These methods add individual ICapabilityProviders to a Map stored in the event,
* which the event factory then wraps in a CapabilityDispatcher (which is itself an ICapabilityProvider) for the object
* that called it.
* - In your event handler, you return a custom ICapabilityProvider which is effectively bolted on to the player, and
* duplicates the ICapabilityProvider methods so you can hook into them and return an instance of your DATA class.
* - Where before there was a simple collection of IEEPs stored in the player, there is now a tree of ICapabilityProviders:
*
* - Entity/TileEntity/ItemStack
* - Vanilla ICapabilityProviders, mostly IItemHandlers, stored as fields.
* - CapabilityDispatcher, stored as a field.
* - Custom ICapabilityProviders
* - Custom CapabilityDispatchers
* - ...
*
* Most importantly, EACH PLAYER HOLDS THEIR OWN INSTANCE OF THIS TREE.
*
* When a capability is retrieved, the following process happens:
* 1. For the Entity/TileEntity/ItemStack instance, ICapabilityProvider.getCapability(...) is called.
* 2. The request propogates through the tree and finds the requested capability. */
}