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package electroblob.wizardry.spell;
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import java.util.List;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.constants.Element;
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import electroblob.wizardry.constants.SpellType;
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import electroblob.wizardry.constants.Tier;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.registry.WizardrySounds;
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import electroblob.wizardry.util.MagicDamage;
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import electroblob.wizardry.util.MagicDamage.DamageType;
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import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.WizardryParticleType;
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import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.block.Block;
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import net.minecraft.block.state.IBlockState;
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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.entity.player.EntityPlayerMP;
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import net.minecraft.item.EnumAction;
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import net.minecraft.network.play.server.SPacketEntityVelocity;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.EnumParticleTypes;
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import net.minecraft.world.World;
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public class Shockwave extends Spell {
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public Shockwave() {
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super(Tier.MASTER, 65, Element.SORCERY, "shockwave", SpellType.ATTACK, 150, EnumAction.BOW, false);
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}
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@Override
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public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers) {
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List<EntityLivingBase> targets = WizardryUtilities.getEntitiesWithinRadius(5.0d*modifiers.get(WizardryItems.blast_upgrade), caster.posX, caster.posY, caster.posZ, world);
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for(EntityLivingBase target : targets){
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if(WizardryUtilities.isValidTarget(caster, target)){
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// Damage increases closer to player up to a maximum of 4 hearts (at 1 block distance).
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float damage = Math.min(8.0f/target.getDistanceToEntity(caster), 8.0f);
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target.attackEntityFrom(MagicDamage.causeDirectMagicDamage(caster, DamageType.BLAST), damage * modifiers.get(SpellModifiers.DAMAGE));
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if(!world.isRemote){
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// Entity speed increases closer to the player to a maximum of 3 (at 1 block distance).
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// This is the entity's speed compared to its distance from the player. Used for a similar triangles
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// based x, y and z speed calculation.
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double velocityFactor = Math.min(5/target.getDistanceSqToEntity(caster), 3.0d);
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double dx = target.posX - caster.posX;
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double dy = target.posY + 1 - caster.posY;
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double dz = target.posZ - caster.posZ;
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target.motionX = velocityFactor * dx;
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target.motionY = velocityFactor * dy;
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target.motionZ = velocityFactor * dz;
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// Player motion is handled on that player's client so needs packets
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if(target instanceof EntityPlayerMP){
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((EntityPlayerMP)target).connection.sendPacket(new SPacketEntityVelocity(target));
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}
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}
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}
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}
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if(world.isRemote){
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double particleX, particleZ;
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for(int i=0;i<40;i++){
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particleX = caster.posX - 1.0d + 2*world.rand.nextDouble();
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particleZ = caster.posZ - 1.0d + 2*world.rand.nextDouble();
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Wizardry.proxy.spawnParticle(WizardryParticleType.SPARKLE, world, particleX, WizardryUtilities.getPlayerEyesPos(caster) - 1.5, particleZ,
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particleX - caster.posX, 0, particleZ - caster.posZ, 30, 0.8f, 0.8f, 1.0f);
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particleX = caster.posX - 1.0d + 2*world.rand.nextDouble();
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particleZ = caster.posZ - 1.0d + 2*world.rand.nextDouble();
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Wizardry.proxy.spawnParticle(WizardryParticleType.SPARKLE, world, particleX, WizardryUtilities.getPlayerEyesPos(caster) - 1.5, particleZ,
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particleX - caster.posX, 0, particleZ - caster.posZ, 30, 0.9f, 0.9f, 0.9f);
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particleX = caster.posX - 1.0d + 2*world.rand.nextDouble();
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particleZ = caster.posZ - 1.0d + 2*world.rand.nextDouble();
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IBlockState block = WizardryUtilities.getBlockEntityIsStandingOn(caster);
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if(block != null){
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world.spawnParticle(EnumParticleTypes.BLOCK_DUST, particleX, caster.getEntityBoundingBox().minY, particleZ,
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particleX - caster.posX, 0, particleZ - caster.posZ, Block.getStateId(block));
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}
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}
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world.spawnParticle(EnumParticleTypes.EXPLOSION_LARGE, caster.posX, caster.getEntityBoundingBox().minY + 0.1, caster.posZ, 0, 0, 0);
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}
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caster.swingArm(hand);
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WizardryUtilities.playSoundAtPlayer(caster, WizardrySounds.SPELL_SHOCKWAVE, 1.0f, 0.7f);
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WizardryUtilities.playSoundAtPlayer(caster, WizardrySounds.SPELL_SHOCKWAVE, 2.0f, 0.3f);
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return true;
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}
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}
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