Initial commit

This commit is contained in:
Electroblob
2018-01-19 20:33:04 +00:00
commit da6b007a3a
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package electroblob.wizardry.spell;
import electroblob.wizardry.constants.Element;
import electroblob.wizardry.constants.SpellType;
import electroblob.wizardry.constants.Tier;
import electroblob.wizardry.entity.construct.EntityArrowRain;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.registry.WizardrySounds;
import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.util.EnumHand;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.world.World;
public class ArrowRain extends Spell {
public ArrowRain() {
super(Tier.MASTER, 75, Element.SORCERY, "arrow_rain", SpellType.ATTACK, 300, EnumAction.NONE, false);
}
@Override
public boolean doesSpellRequirePacket(){
return false;
}
@Override
public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers) {
RayTraceResult rayTrace = WizardryUtilities.rayTrace(20*modifiers.get(WizardryItems.range_upgrade), world, caster, false);
if(rayTrace != null && rayTrace.typeOfHit == RayTraceResult.Type.BLOCK){
if(!world.isRemote){
double x = rayTrace.hitVec.xCoord;
double y = rayTrace.hitVec.yCoord;
double z = rayTrace.hitVec.zCoord;
// Moves the entity back towards the caster a bit, so the area of effect is better centred on the position.
// 3.0d is the distance to move the entity back towards the caster.
double dx = caster.posX - x;
double dz = caster.posZ - z;
double distRatio = 3.0d/Math.sqrt(dx*dx + dz*dz);
x += dx*distRatio;
z += dz*distRatio;
EntityArrowRain arrowrain = new EntityArrowRain(world, x, y + 5, z, caster, (int)(120*modifiers.get(WizardryItems.duration_upgrade)), modifiers.get(SpellModifiers.DAMAGE));
arrowrain.rotationYaw = caster.rotationYawHead;
world.spawnEntityInWorld(arrowrain);
}
caster.swingArm(hand);
WizardryUtilities.playSoundAtPlayer(caster, WizardrySounds.SPELL_SUMMONING, 1.0F, 1.0F);
return true;
}
return false;
}
}