Initial commit
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package electroblob.wizardry.item;
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import java.util.List;
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import electroblob.wizardry.SpellGlyphData;
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import electroblob.wizardry.WizardData;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.constants.Constants;
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import electroblob.wizardry.constants.Element;
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import electroblob.wizardry.constants.Tier;
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import electroblob.wizardry.entity.living.ISummonedCreature;
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import electroblob.wizardry.packet.PacketCastSpell;
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import electroblob.wizardry.packet.WizardryPacketHandler;
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import electroblob.wizardry.registry.WizardryAchievements;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.registry.WizardryPotions;
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import electroblob.wizardry.registry.WizardryTabs;
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import electroblob.wizardry.spell.Spell;
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import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.WandHelper;
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import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.creativetab.CreativeTabs;
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import net.minecraft.entity.Entity;
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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.entity.player.EntityPlayer;
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import net.minecraft.init.SoundEvents;
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import net.minecraft.inventory.EntityEquipmentSlot;
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import net.minecraft.item.EnumAction;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.ActionResult;
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import net.minecraft.util.EnumActionResult;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.SoundCategory;
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import net.minecraft.util.math.RayTraceResult;
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import net.minecraft.util.text.TextComponentTranslation;
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import net.minecraft.world.World;
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import net.minecraftforge.fml.common.network.simpleimpl.IMessage;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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/** This class is (literally) where the magic happens! All wand types are single instances of this class. There's a lot
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* of quite hard-to-read code in here, but unfortunately there's not much I can do about that. For this reason, I have
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* written the {@link WandHelper} class.<i> I strongly recommend you use it for interacting with wand items wherever
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* possible.</i>
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* <p>
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* It's unikely that anything in this class will be of much use externally, but should you wish to use it for whatever
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* reason (perhaps if you extend it), it works as follows:
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* <p>
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* - onItemRightClick is where non-continuous spells are cast, and it sets the item in use for continuous spells<br>
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* - onUsingTick does the casting for continuous spells<br>
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* - onUpdate deals with the cooldowns for the spells
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* @since Wizardry 1.0 */
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public class ItemWand extends Item {
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public Tier tier;
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public Element element;
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public ItemWand(Tier tier, Element element) {
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super();
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setMaxStackSize(1);
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if(element == null || tier == Tier.BASIC){
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setCreativeTab(WizardryTabs.WIZARDRY);
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}
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this.tier = tier;
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this.element = element;
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this.setMaxDamage(this.tier.maxCharge);
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}
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@Override
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@SideOnly(Side.CLIENT)
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public boolean isFull3D(){
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return true;
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}
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@Override
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@SideOnly(Side.CLIENT)
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public net.minecraft.client.gui.FontRenderer getFontRenderer(ItemStack stack){
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return Wizardry.proxy.getFontRenderer(stack);
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}
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@Override
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@SideOnly(Side.CLIENT)
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public void getSubItems(Item parItem, CreativeTabs parTab, List<ItemStack> parListSubItems){
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parListSubItems.add(new ItemStack(this, 1));
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}
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// Max damage is modifiable with upgrades.
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@Override
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public int getMaxDamage(ItemStack itemstack){
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// + 0.5f corrects small float errors rounding down
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return (int)(super.getMaxDamage(itemstack)*(1.0f + Constants.STORAGE_INCREASE_PER_LEVEL * WandHelper.getUpgradeLevel(itemstack, WizardryItems.storage_upgrade)) + 0.5f);
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}
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@Override
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public void onCreated(ItemStack stack, World par2World, EntityPlayer par3EntityPlayer){
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/* Removed because of mana flasks, which would cause a new book to be given each time a mana flask
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* is crafted with the wand. Handbook is now given on acquiring a crystal.
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ExtendedPlayer properties = ExtendedPlayer.get(par3EntityPlayer);
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if(properties != null && !properties.handbookGiven){
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par3EntityPlayer.inventory.addItemStackToInventory(new ItemStack(Wizardry.wizardHandbook));
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properties.handbookGiven = true;
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}*/
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par3EntityPlayer.addStat(WizardryAchievements.arcane_initiate);
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}
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@Override
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public void onUpdate(ItemStack itemstack, World world, Entity entity, int slot, boolean isHeld){
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WandHelper.decrementCooldowns(itemstack);
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// Decrements wand damage (increases mana) every 1.5 seconds if it has a condenser upgrade
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if(!world.isRemote && itemstack.isItemDamaged() && world.getWorldTime() % Constants.CONDENSER_TICK_INTERVAL == 0){
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// If the upgrade level is 0, this does nothing anyway.
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itemstack.setItemDamage(itemstack.getItemDamage() - WandHelper.getUpgradeLevel(itemstack, WizardryItems.condenser_upgrade));
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}
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if(entity instanceof EntityPlayer && this.element != null && this.element != Element.MAGIC){
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// As it stands, this will trigger every tick. Not ideal, but I can't find a way to detect if a player
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// has a certain achievement.
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// EDIT: There is a way to check, using StatFileWriter#hasAchievementUnlocked, but this ends up calling the same
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// thing as addStat anyway, meaning there's no point and it's probably not much of a problem anyway.
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((EntityPlayer)entity).addStat(WizardryAchievements.elemental);
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}
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}
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@Override
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public boolean shouldCauseReequipAnimation(ItemStack oldStack, ItemStack newStack, boolean slotChanged){
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// This method does some VERY strange things! Despite its name, it also seems to affect the updating of NBT...
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if(oldStack != null || newStack != null){
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// We only care about the situation where we specifically want the animation NOT to play.
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if(oldStack.getItem() == newStack.getItem() && !slotChanged
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&& oldStack.getItem() instanceof ItemWand && newStack.getItem() instanceof ItemWand
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&& WandHelper.getCurrentSpell(oldStack) == WandHelper.getCurrentSpell(newStack)) return false;
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}
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return super.shouldCauseReequipAnimation(oldStack, newStack, slotChanged);
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}
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@Override
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public EnumAction getItemUseAction(ItemStack itemstack){
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return WandHelper.getCurrentSpell(itemstack).action;
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}
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@Override
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public int getMaxItemUseDuration(ItemStack stack){
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return 72000;
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}
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@SideOnly(Side.CLIENT)
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@Override
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public void addInformation(ItemStack itemstack, EntityPlayer player, List<String> text, boolean advanced){
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// +0.5f is necessary due to the error in the way floats are calculated.
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if(element != null) text.add("\u00A78" + net.minecraft.client.resources.I18n.format("item.wizardry:wand.buff", (int)((tier.level+1)*Constants.DAMAGE_INCREASE_PER_TIER*100 + 0.5f) + "%", element.getDisplayName()));
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Spell spell = WandHelper.getCurrentSpell(itemstack);
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boolean discovered = true;
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if(Wizardry.settings.discoveryMode && !player.capabilities.isCreativeMode && WizardData.get(player) != null
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&& !WizardData.get(player).hasSpellBeenDiscovered(spell)){
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discovered = false;
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}
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text.add("\u00A77" + net.minecraft.client.resources.I18n.format("item.wizardry:wand.spell", discovered ? "\u00A77" + spell.getDisplayNameWithFormatting() : "#\u00A79" + SpellGlyphData.getGlyphName(spell, player.worldObj)));
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text.add("\u00A79" + net.minecraft.client.resources.I18n.format("item.wizardry:wand.mana", (this.getMaxDamage(itemstack) - this.getDamage(itemstack)), this.getMaxDamage(itemstack)));
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}
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@Override
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public String getItemStackDisplayName(ItemStack stack){
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return (this.element == null ? "" : this.element.getFormattingCode()) + super.getItemStackDisplayName(stack);
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}
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// Continuous spells use the onUsingItemTick method instead of this one.
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/* An important thing to note about this method: it is only called on the server and the client of the player
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* holding the item. This means if you spawn particles here they will not show up on other players' screens.
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* Instead, this must be done via packets. */
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@Override
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public ActionResult<ItemStack> onItemRightClick(ItemStack stack, World world, EntityPlayer player, EnumHand hand){
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if(this.selectMinionTarget(player, world)) return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, stack);
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if(player.isPotionActive(WizardryPotions.arcane_jammer)) return new ActionResult<ItemStack>(EnumActionResult.FAIL, stack);
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Spell spell = WandHelper.getCurrentSpell(stack);
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// If a spell is disabled in the config, it will not work.
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if(!spell.isEnabled()){
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if(!world.isRemote) player.addChatMessage(new TextComponentTranslation("spell.disabled", spell.getNameForTranslationFormatted()));
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return new ActionResult<ItemStack>(EnumActionResult.FAIL, stack);
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}
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// This is here to start the inUse thing, otherwise the onItemUsingTick method will not fire.
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// If the castSpell method then returns false nothing will happen (continuous spells have no EnumAction
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// either so setting the item in use has no direct visible effect).
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// Edit: Strictly speaking this is not true but the spells that do have an action (shield, shadow ward and levitation)
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// will never return false.
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if(spell.isContinuous && !player.isHandActive()){
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player.setActiveHand(hand);
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}
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// Conditions for the spell to be attempted. The tier check is a failsafe; it should never be false unless the
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// NBT is modified directly.
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if(!spell.isContinuous && spell.tier.level <= this.tier.level
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// Checks that the wand has enough mana to cast the spell
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&& spell.cost <= (stack.getMaxDamage() - stack.getItemDamage())
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// Checks that the spell is not in cooldown or that the player is in creative mode
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&& (WandHelper.getCurrentCooldown(stack) == 0 || player.capabilities.isCreativeMode)){
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// = Spell modifiers =
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SpellModifiers modifiers = this.calculateModifiers(stack, spell);
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// If the spell does not require a packet, the code is run in the old client-inconsistent way, since this
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// means that swingItem() doesn't need packets in order to work, improving performance.
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if(!world.isRemote){
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if(spell.cast(world, player, hand, 0, modifiers)){
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// = Packets =
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if(spell.doesSpellRequirePacket()){
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// Sends a packet to all players in dimension to tell them to spawn particles.
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// Only sent if the spell succeeded, because if the spell failed, you wouldn't
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// need to spawn any particles!
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IMessage msg = new PacketCastSpell.Message(player.getEntityId(), hand, spell.id(), modifiers);
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WizardryPacketHandler.net.sendToDimension(msg, world.provider.getDimension());
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}
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player.setActiveHand(hand);
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WizardData data = WizardData.get(player);
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// = Discovery =
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if(data != null && !player.capabilities.isCreativeMode && !data.hasSpellBeenDiscovered(spell) && Wizardry.settings.discoveryMode){
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// We are only server side here, so we need to play the sound on the server side to everyone.
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world.playSound(null, player.posX, player.posY, player.posZ, SoundEvents.ENTITY_PLAYER_LEVELUP,
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SoundCategory.PLAYERS, 1.25f, 1);
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player.addChatMessage(new TextComponentTranslation("spell.discover", spell.getNameForTranslationFormatted()));
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}
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WizardData.get(player).discoverSpell(spell);
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// = Cooldown =
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// Spells only have a cooldown in survival
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if(!player.capabilities.isCreativeMode){
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float cooldownMultiplier = 1.0f - WandHelper.getUpgradeLevel(stack, WizardryItems.cooldown_upgrade)*Constants.COOLDOWN_REDUCTION_PER_LEVEL;
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if(player.isPotionActive(WizardryPotions.font_of_mana)){
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// Dividing by this rather than setting it takes upgrades and font of mana into account simultaneously
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cooldownMultiplier /= 2 + player.getActivePotionEffect(WizardryPotions.font_of_mana).getAmplifier();
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}
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WandHelper.setCurrentCooldown(stack, (int)(spell.cooldown * cooldownMultiplier));
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}
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// = Mana cost =
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// The spell costs 20% less for every armour piece of the matching element.
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int armourPieces = getMatchingArmourCount(player, spell);
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stack.damageItem((int)(spell.cost * (1.0f - armourPieces*Constants.COST_REDUCTION_PER_ARMOUR)), player);
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return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, stack);
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}
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// Client-inconsistent spell casting. The code inside the else if statement only runs client-side.
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}else if(!spell.doesSpellRequirePacket()){
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// This is all that needs to happen, because everything above works fine on just the server side.
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if(spell.cast(world, player, hand, 0, new SpellModifiers())){
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// Added in version 1.1.3 to fix the client-side spell discovery not updating for spells with the
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// packet optimisation.
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if(WizardData.get(player) != null){
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WizardData.get(player).discoverSpell(spell);
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}
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new ActionResult<ItemStack>(EnumActionResult.SUCCESS, stack);
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}
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}
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}
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return new ActionResult<ItemStack>(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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@Override
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public void onUsingTick(ItemStack stack, EntityLivingBase user, int count){
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if(user instanceof EntityPlayer){
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EntityPlayer player = (EntityPlayer)user;
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Spell spell = WandHelper.getCurrentSpell(stack);
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WizardData data = WizardData.get(player);
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// Continuous spells (these must check if they can be cast each tick since the mana changes)
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if(spell.isContinuous && spell.tier.level <= this.tier.level
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&& spell.cost/5 <= (stack.getMaxDamage() - stack.getItemDamage())){
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// = Spell modifiers =
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SpellModifiers modifiers = this.calculateModifiers(stack, spell);
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if(spell.cast(player.worldObj, player, player.getActiveHand(), stack.getMaxItemUseDuration() - count, modifiers)){
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// = Discovery =
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if(data != null && !player.capabilities.isCreativeMode && !data.hasSpellBeenDiscovered(spell) && Wizardry.settings.discoveryMode){
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player.playSound(SoundEvents.ENTITY_PLAYER_LEVELUP, 1.25f, 1);
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if(!player.worldObj.isRemote) player.addChatMessage(new TextComponentTranslation("spell.discover", spell.getNameForTranslationFormatted()));
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}
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data.discoverSpell(spell);
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// = Mana cost =
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// Divides the mana cost over a second appropriately; since damage is an integer it cannot
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// just be divided by 20.
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// Now does five times per second regardless of the spell cost, but each time it does 1/5 of the
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// cost per second.
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int tickNumber = (count % 20) + 1;
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// Tests if the tick counter is a multiple of 4 plus 1, i.e. is true when tickNumber = 1, 5, 9, 13 or 17.
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// Made a slight adjustment since the counter starts on 1 and not 4.
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if(tickNumber % 4 == 1){
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int armourPieces = getMatchingArmourCount(player, spell);
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switch(armourPieces){
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case 0: stack.damageItem(spell.cost/5, player);
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break;
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case 1: if(tickNumber != 17) stack.damageItem(spell.cost/5, player);
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break;
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case 2: if(tickNumber != 9 && tickNumber != 17) stack.damageItem(spell.cost/5, player);
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break;
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case 3: if(tickNumber != 5 && tickNumber != 13 && tickNumber != 17) stack.damageItem(spell.cost/5, player);
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break;
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case 4: if(tickNumber == 1) stack.damageItem(spell.cost/5, player);
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break;
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}
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}
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}
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}
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}
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}
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/** Returns a SpellModifiers object with the appropriate modifiers applied for the given ItemStack and Spell. */
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protected SpellModifiers calculateModifiers(ItemStack stack, Spell spell){
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SpellModifiers modifiers = new SpellModifiers();
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// Now we only need to add multipliers if they are not 1.
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int level = WandHelper.getUpgradeLevel(stack, WizardryItems.range_upgrade);
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if(level > 0) modifiers.set(WizardryItems.range_upgrade, 1.0f + level * Constants.RANGE_INCREASE_PER_LEVEL, true);
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level = WandHelper.getUpgradeLevel(stack, WizardryItems.duration_upgrade);
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if(level > 0) modifiers.set(WizardryItems.duration_upgrade, 1.0f + level * Constants.DURATION_INCREASE_PER_LEVEL, false);
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level = WandHelper.getUpgradeLevel(stack, WizardryItems.blast_upgrade);
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if(level > 0) modifiers.set(WizardryItems.blast_upgrade, 1.0f + level * Constants.BLAST_RADIUS_INCREASE_PER_LEVEL, true);
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// I would have liked to have made potion effects increase in strength according to the damage multiplier,
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// but the amplifier level is too discrete to make this work. For example, wither 3 for 10 seconds will kill a
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// normal mob on full 20 health, but wither 2 for the same duration only deals about 6 hearts of damage in total.
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if(this.element == spell.element){
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modifiers.set(SpellModifiers.DAMAGE, 1.0f + (this.tier.level + 1) * Constants.DAMAGE_INCREASE_PER_TIER, true);
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}
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return modifiers;
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}
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@Override
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public boolean itemInteractionForEntity(ItemStack stack, EntityPlayer player, EntityLivingBase entity, EnumHand hand){
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if(player.isSneaking() && entity instanceof EntityPlayer && WizardData.get(player) != null){
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// This is one of those "the method doing the work looks as if it's just returning a value" situations.
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// ... I know, right?! I feel very programmer-y. But it's not too confusing here, and it looks neat.
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String string = WizardData.get(player).toggleAlly((EntityPlayer)entity) ? "item.wizardry:wand.addally" : "item.wizardry:wand.removeally";
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if(!player.worldObj.isRemote) player.addChatMessage(new TextComponentTranslation(string, entity.getName()));
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return true;
|
||||
}
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||||
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||||
return false;
|
||||
}
|
||||
|
||||
/** Counts the number of armour pieces the given player is wearing that match the given spell's element. */
|
||||
private int getMatchingArmourCount(EntityPlayer player, Spell spell){
|
||||
|
||||
int armourPieces = 0;
|
||||
|
||||
for(EntityEquipmentSlot slot : WizardryUtilities.ARMOUR_SLOTS){
|
||||
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||||
ItemStack armour = player.getItemStackFromSlot(slot);
|
||||
|
||||
if(armour != null && armour.getItem() instanceof ItemWizardArmour
|
||||
&& ((ItemWizardArmour)armour.getItem()).element == spell.element) armourPieces++;
|
||||
}
|
||||
|
||||
return armourPieces;
|
||||
}
|
||||
|
||||
private boolean selectMinionTarget(EntityPlayer player, World world){
|
||||
|
||||
RayTraceResult rayTrace = WizardryUtilities.standardEntityRayTrace(world, player, 16);
|
||||
|
||||
if(rayTrace != null && rayTrace.entityHit instanceof EntityLivingBase){
|
||||
|
||||
EntityLivingBase entity = (EntityLivingBase)rayTrace.entityHit;
|
||||
|
||||
// Sets the selected minion's target to the right-clicked entity
|
||||
if(player.isSneaking() && WizardData.get(player) != null && WizardData.get(player).selectedMinion != null){
|
||||
|
||||
ISummonedCreature minion = WizardData.get(player).selectedMinion.get();
|
||||
|
||||
if(minion instanceof EntityLiving && minion != entity){
|
||||
// There is now only the new AI! (which greatly improves things)
|
||||
((EntityLiving)minion).setAttackTarget(entity);
|
||||
// Deselects the selected minion
|
||||
WizardData.get(player).selectedMinion = null;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user