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package electroblob.wizardry.registry;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.potion.PotionDecay;
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import electroblob.wizardry.potion.PotionFrost;
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import electroblob.wizardry.potion.PotionMagicEffect;
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import electroblob.wizardry.potion.PotionMagicEffectParticles;
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import electroblob.wizardry.util.WizardryParticleType;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.potion.Potion;
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import net.minecraft.util.EnumParticleTypes;
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import net.minecraft.world.World;
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import net.minecraftforge.event.RegistryEvent;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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import net.minecraftforge.fml.common.registry.IForgeRegistry;
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/**
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* Class responsible for defining, storing and registering all of wizardry's potion effects.
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* @author Electroblob
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* @since Wizardry 2.1
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*/
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@Mod.EventBusSubscriber
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public final class WizardryPotions {
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/* Interestingly, setting the colour to black stops the particles from rendering. This is great, however, the black
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* colour then 'mixes' with other potions that are applied. Whilst this is a bit annoying, for the amount it is
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* likely to get noticed it is certainly preferable to always making showParticles false, because now I can give
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* the user the option (via commands) of having one of my potion effects without particles, and more importantly
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* the potion effect HUD still gets displayed. TODO: Backport to 1.7.10, assuming it also works in that version.
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* This means also changing whenever the potion effect is added such that it is NOT ambient. */
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public static final Potion frost = new PotionFrost(true, 0); // Colour was 0x38ddec (was arbitrary anyway)
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public static final Potion transience = new PotionMagicEffectParticles(false, 0, 0){
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@Override
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public void spawnCustomParticle(World world, double x, double y, double z){
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Wizardry.proxy.spawnParticle(WizardryParticleType.DUST, world, x, y, z, 0, 0, 0, (int)(16.0D / (Math.random() * 0.8D + 0.2D)), 0.8f, 0.8f, 1.0f);
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}
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}.setBeneficial(); //0xffe89b
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public static final Potion fireskin = new PotionMagicEffectParticles(false, 0, 1){
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@Override
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public void spawnCustomParticle(World world, double x, double y, double z){
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world.spawnParticle(EnumParticleTypes.FLAME, x, y, z, 0, 0, 0);
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}
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@Override
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public void performEffect(EntityLivingBase entitylivingbase, int strength){
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entitylivingbase.extinguish(); // Stops melee mobs that are on fire from setting the player on fire,
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// without allowing the player to actually stand in fire or swim in lava without taking damage.
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};
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}.setBeneficial(); //0xff2f02
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public static final Potion ice_shroud = new PotionMagicEffectParticles(false, 0, 2){
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@Override
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public void spawnCustomParticle(World world, double x, double y, double z){
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float brightness = 0.5f + (world.rand.nextFloat()/2);
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Wizardry.proxy.spawnParticle(WizardryParticleType.SPARKLE, world, x, y, z, 0, 0, 0, 48 + world.rand.nextInt(12), brightness, brightness + 0.1f, 1.0f, true, 0);
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Wizardry.proxy.spawnParticle(WizardryParticleType.SNOW, world, x, y, z, 0, -0.02, 0, 40 + world.rand.nextInt(10));
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}
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}.setBeneficial(); //0x52f1ff
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public static final Potion static_aura = new PotionMagicEffectParticles(false, 0, 3){
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@Override
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public void spawnCustomParticle(World world, double x, double y, double z){
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Wizardry.proxy.spawnParticle(WizardryParticleType.SPARK, world, x, y, z, 0, 0, 0, 3);
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}
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}.setBeneficial(); //0x0070ff
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public static final Potion decay = new PotionDecay(true, 0x3c006c);
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public static final Potion sixth_sense = new PotionMagicEffect(false, 0xc6ff01, 4).setBeneficial();
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public static final Potion arcane_jammer = new PotionMagicEffect(false, 0xcf4aa2, 5);
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public static final Potion mind_trick = new PotionMagicEffect(true, 0x601683, 6);
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public static final Potion mind_control = new PotionMagicEffect(true, 0x320b44, 7);
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public static final Potion font_of_mana = new PotionMagicEffect(false, 0xffe5bb, 8).setBeneficial();
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public static final Potion fear = new PotionMagicEffect(true, 0xbd0100, 9);
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/**
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* Sets both the registry and unlocalised names of the given potion, then registers it with the given registry. Use
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* this instead of {@link potion#setRegistryName(String)} and {@link potion#setUnlocalizedName(String)} during
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* construction, for convenience and consistency.
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* @param registry The registry to register the given potion to.
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* @param potion The potion to register.
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* @param name The name of the potion, without the mod ID or the .name stuff. The registry name will be
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* {@code wizardry:[name]}. The unlocalised name will be {@code potion.wizardry:[name].name}.
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*/
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public static void registerPotion(IForgeRegistry<Potion> registry, Potion potion, String name){
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potion.setRegistryName(Wizardry.MODID, name);
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// For some reason, Potion#getName() doesn't prepend "potion." itself, so it has to be done here.
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potion.setPotionName("potion." + potion.getRegistryName().toString());
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registry.register(potion);
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}
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@SubscribeEvent
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public static void register(RegistryEvent.Register<Potion> event){
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IForgeRegistry<Potion> registry = event.getRegistry();
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registerPotion(registry, frost, "frost");
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registerPotion(registry, transience, "transience");
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registerPotion(registry, fireskin, "fireskin");
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registerPotion(registry, ice_shroud, "ice_shroud");
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registerPotion(registry, static_aura, "static_aura");
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registerPotion(registry, decay, "decay");
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registerPotion(registry, sixth_sense, "sixth_sense");
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registerPotion(registry, arcane_jammer, "arcane_jammer");
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registerPotion(registry, mind_trick, "mind_trick");
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registerPotion(registry, mind_control, "mind_control");
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registerPotion(registry, font_of_mana, "font_of_mana");
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registerPotion(registry, fear, "fear");
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}
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}
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