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Electroblob
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package electroblob.wizardry.spell;
import java.util.ArrayList;
import java.util.HashSet;
import java.util.List;
import java.util.Set;
import java.util.function.Predicate;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.constants.Element;
import electroblob.wizardry.constants.SpellType;
import electroblob.wizardry.constants.Tier;
import electroblob.wizardry.entity.living.EntityWizard;
import electroblob.wizardry.registry.Spells;
import electroblob.wizardry.util.SpellModifiers;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.util.EnumHand;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentTranslation;
import net.minecraft.world.World;
import net.minecraftforge.event.RegistryEvent;
import net.minecraftforge.fml.common.registry.IForgeRegistry;
import net.minecraftforge.fml.common.registry.IForgeRegistryEntry;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
/**
* Generic spell class which is the superclass to all spells in wizardry. When extending this class, you must do
* the following:
* <p>
* - Have a constructor which passes all necessary constants into the super constructor. I define the constants here
* so that the constructor for an individual spell has no parameters, but you may prefer to pass in the parameters when
* the spell is registered, so all the mana costs etc. are in one place like a sort of sandbox.
* <p>
* - Implement the {@link Spell#cast(World, EntityPlayer, EnumHand, int, SpellModifiers)} method, in which you should
* execute the code that makes the spell work, and return true or false depending on whether the spell succeeded and
* therefore whether mana should be used up.
* <p>
* - Register the spell using {@link RegistryEvent.Register}, with {@link Spell} as the type parameter. Each spell
* should have a single instance, like blocks and items.
* <i>As of Wizardry 2.1, spells use the Forge registry system. Related methods such as {@link Spell#id()} and
* {@link Spell#get(int)} have been re-routed to use this system, leaving minimal external changes. Note also that
* the constructor automatically sets the registry name for you, though you may change it afterwards if necessary.</i>
* <p>
* Also note that you can override some other methods from this class. For example, to add a
* specific kind of formatting to a spell name or description, you can override {@link Spell#getDisplayName()},
* {@link Spell#getDisplayNameWithFormatting()} or {@link Spell#getDescription()} and append the formatting code (though
* you will have to call super() to get the name itself, since the unlocalised name is private). See
* {@link SummonShadowWraith#getDescription()} for an example.
* <hr>
* This class is also home to some useful static methods for interacting with the spell registry:<p>
* {@link Spell#get(int)} gets a spell instance from its integer id, which corresponds to the metadata of its spell book.<br>
* {@link Spell#get(String)} gets a spell instance from its unlocalised name.<br>
* {@link Spell#getSpells(Predicate)} returns a list of spell instances the match the given {@link Predicate}.<br>
* {@link Spell#getTotalSpellCount()} returns the total number of registered spells.
* <hr>
* Spell implements the {@link Comparable} interface, and as such, any collection of spells can be sorted. Spells are
* sorted by increasing tier (see {@link Tier}), from novice to master. Within each tier, spells are sorted by element,
* the order of which is as defined in {@link Element} (i.e. magic, fire, ice, lightning, necromancy, earth, sorcery, healing).
* <hr>
* @since Wizardry 1.0
* @see electroblob.wizardry.item.ItemSpellBook ItemSpellBook
* @see electroblob.wizardry.item.ItemScroll ItemScroll
* @see Spells
*/
public abstract class Spell extends IForgeRegistryEntry.Impl<Spell> implements Comparable<Spell> {
/** Forge registry-based replacement for the internal spells list. */
public static IForgeRegistry<Spell> registry;
/** The tier this spell belongs to. */
public final Tier tier;
/** Mana cost of the spell. If it is a continuous spell the cost is per second. */
public final int cost;
/** The element this spell belongs to. */
public final Element element;
/** The unlocalised name of the spell. */
private final String unlocalisedName;
/** The type of spell this is classified as. */
public final SpellType type;
/** Cooldown for the spell in ticks */
public final int cooldown;
/** The action the player does when this spell is cast. */
public final EnumAction action;
/** Whether or not the spell is continuous (keeps going as long as the mouse button is held) */
public final boolean isContinuous;
/** ResourceLocation of the spell icon. */
private final ResourceLocation icon;
/** Mod ID of the mod that added this spell; defaults to {@link Wizardry#MODID} if not specified. */
private final String modID;
/** False if the spell has been disabled in the config file, true otherwise. This is now encapsulated to stop it
* being fiddled with. */
private boolean isEnabled = true;
/**
* This constructor should be called from any subclasses, either feeding in the constants directly or through
* their own constructor from wherever the spell is registered. This is the constructor for wizardry's own spells;
* spells added by other mods should use {@link Spell#Spell(Tier, int, Element, String, SpellType, int, EnumAction, boolean, String)}.
* @param tier The tier this spell belongs to.
* @param cost The amount of mana used to cast the spell. If this is a continuous spell, it represents mana cost
* per second and should be a multiple of 5.
* @param element The element this spell belongs to.
* @param name The <i>registry name</i> of the spell. This will also be the name of the icon file. The spell's
* unlocalised name will be a resource location with the format [modid]:[name].
* @param cooldown The cooldown time for this spell in ticks.
* @param action The vanilla usage action to be displayed when casting this spell.
* @param isContinuous Whether this spell is continuous, meaning you cast it for a length of time by holding the
* right mouse button.
*/
public Spell(Tier tier, int cost, Element element, String name, SpellType type, int cooldown, EnumAction action, boolean isContinuous){
this(tier, cost, element, name, type, cooldown, action, isContinuous, Wizardry.MODID);
}
/**
* This constructor should be called from any subclasses, either feeding in the constants directly or through
* their own constructor from wherever the spell is registered.
* @param tier The tier this spell belongs to.
* @param cost The amount of mana used to cast the spell. If this is a continuous spell, it represents mana cost
* per second and should be a multiple of 5.
* @param element The element this spell belongs to.
* @param name The <i>registry name</i> of the spell, excluding the mod id. This will also be the name of the icon
* file. The spell's unlocalised name will be a resource location with the format [modid]:[name].
* @param cooldown The cooldown time for this spell in ticks.
* @param action The vanilla usage action to be displayed when casting this spell (see {@link}EnumAction)
* @param isContinuous Whether this spell is continuous, meaning you cast it for a length of time by holding the
* right mouse button.
* @param modID The mod id of the mod that added this spell. This allows wizardry to use the correct file
* path for the spell icon, and also more generally to distinguish between original and addon spells.
*/
public Spell(Tier tier, int cost, Element element, String name, SpellType type, int cooldown, EnumAction action, boolean isContinuous, String modID){
this.tier = tier;
this.cost = cost;
this.element = element;
this.type = type;
this.cooldown = cooldown;
this.action = action;
this.isContinuous = isContinuous;
this.modID = modID;
this.setRegistryName(modID, name);
this.unlocalisedName = this.getRegistryName().toString();
this.icon = new ResourceLocation(this.modID, "textures/spells/" + name + ".png");
}
/**
* Casts the spell. Each subclass must override this method and within it execute the code to make the spell work.
* Returns a boolean so that the main onItemRightClick or onUsingItemTick method can check if the spell
* was actually cast or whether a spell specific condition caused it not to be (for example, heal won't work if the player is on
* full health), preventing unfair drain of mana.
* <p>
* Each spell must return true when it works or the spell will not use up mana. Note that (!world.isRemote) does not count
* as a condition; return true should be outside it - in other words, return a value on both the client and the server.
* <p>
* It's worth noting that on the client side, this method only gets called if the server side
* cast() method succeeded, so you can put any particle spawning code outside of any success conditions if there
* are discrepancies between client and server.
* @param world A reference to the world object. Again this is for convenience, you can also use caster.worldObj.
* @param caster The EntityPlayer that cast the spell.
* @param hand The hand that is holding the item used to cast the spell. If no item was used, this will be the main hand.
* @param ticksInUse The number of ticks the spell has already been cast for. For all non-continuous spells, this is 0 and
* is not used. For continuous spells, it is passed in as the maximum use duration of the item minus the count parameter in
* onUsingItemTick and therefore it increases by 1 each tick.
* @param modifiers A {@link SpellModifiers} object containing the modifiers that have been applied to the spell. See
* the javadoc for that class for more information. If no modifiers are required, pass in {@code new SpellModifiers()}.
* @return True if the spell succeeded and mana should be used up, false if not.
*/
public abstract boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers);
/** Casts the spell, but with an EntityLiving as the caster. Each subclass can optionally override this method and
* within it execute the code to make the spell work. Returns a boolean to allow whatever calls this method to check if the spell
* was actually cast or whether a spell specific condition caused it not to be (for example, heal won't work if the caster is on
* full health).
* <p>
* This method is intended for use by NPCs (see {@link EntityWizard}) so that they can cast spells. Override it if you want
* a spell to be cast by wizards. Note that you must also override {@link Spell#canBeCastByNPCs()} to return true to allow wizards
* to select the spell. For some spells, this method may well be exactly the same as the regular cast method; for
* others it won't be - for example, projectile-based spells are normally done using the player's look vector, but
* NPCs need to use a target-based method instead.
* <p>
* Each spell must return true when it works. Note that (!world.isRemote) does not count as a condition; return true should be outside
* it - in other words, return a value on both the client and the server.
* <p>
* It's worth noting that on the client side, this method only gets called if the server side
* cast() method succeeded, so you can put any particle spawning code outside of any success conditions if there
* are discrepancies between client and server.
* @param world A reference to the world object. This is for convenience, you can also use caster.worldObj.
* @param caster The EntityLiving that cast the spell.
* @param hand The hand that is holding the item used to cast the spell. This will almost certainly be the main hand.
* @param ticksInUse The number of ticks the spell has already been cast for. For all non-continuous spells, this is 0 and
* is not used.
* @param target The EntityLivingBase that is targeted by the spell. May be null in some cases.
* @param modifiers A {@link SpellModifiers} object containing the modifiers that have been applied to the spell. See
* the javadoc for that class for more information. If no modifiers are required, pass in {@code new SpellModifiers()}.
* @return True if the spell succeeded, false if not. Returns false by default.
*/
public boolean cast(World world, EntityLiving caster, EnumHand hand, int ticksInUse, EntityLivingBase target, SpellModifiers modifiers){
return false;
}
/** Whether NPCs such as wizards can cast this spell. If you have overridden {@link Spell#cast(World, EntityLiving, EnumHand, int, EntityLivingBase, SpellModifiers)},
* you should override this to return true. */
public boolean canBeCastByNPCs(){
return false;
}
/** Whether this spell requires a packet to be sent when it is cast. Returns true by default, but can be overridden
* to return false <b>if</b> the spell's cast() method does not use any code that must be executed client-side (i.e.
* particle spawning). Does nothing for continuous spells, because they never need to send packets.
* <p>
* <i>If in doubt, leave this method as is; it is purely an optimisation.</i>
* @return <b>false</b> if the spell code should only be run on the server and the client of the player casting it<br>
* <b>true</b> if the spell code should be run on the server and all clients in the dimension */
// Edit: Turns out that swingItem() actually sends packets to all nearby clients, but not the client doing the swinging.
// Also, now I think about it, this method isn't going to make the slightest bit of difference to the item usage
// actions since setItemInUse() is called in ItemWand, not the spell class - so the only thing that matters here is
// the particles.
public boolean doesSpellRequirePacket(){
return true;
}
/** Returns this spell's id number, which now corresponds to its position in the spell registry.
* Returns -1 if the spell has not been registered. */
// This is final so nothing can override it, because that would cause all kinds of problems!
public final int id(){
return registry.getValues().indexOf(this);
}
/** Returns the mod ID for this spell, which should be the ID of the mod that added it. The mod ID is
* used to tell wizardry which filepath to use for the spell's icon. As of Wizardry 1.2, the field itself is
* private, but this getter is provided for external use (though it is never called in the main Wizardry mod). */
public final String getModID(){
return modID;
}
/** Returns the ResourceLocation for this spell's icon. */
public final ResourceLocation getIcon(){
return icon;
}
/** Returns the unlocalised name of the spell, without any prefixes or suffixes, e.g. "flame_ray". <b>This should
* only be used for translation purposes.</b> */
public final String getUnlocalisedName(){
return unlocalisedName;
}
/* The general idea with translation is to use net.minecraft.client.resources.I18n directly on the client side (and
* just prepend formatting codes where necessary), and to use TextComponentTranslation on the server (setting the
* style as necessary). TextComponentTranslation effectively stores what needs to be translated, without actually
* translating it. If, for whatever reason, you need to supply an ITextComponent but don't want it translated
* (perhaps a name?), you can use TextComponentString, which will simply keep the raw string it is given. */
/** Returns the translated display name of the spell, without formatting (i.e. not coloured). <b>Client-side only!</b>
* On the server side, use {@link TextComponentTranslation} (see {@link Spell#getNameForTranslation()}). */
@SideOnly(Side.CLIENT)
public String getDisplayName(){
return net.minecraft.client.resources.I18n.format("spell." + unlocalisedName);
}
/** Returns a {@code TextComponentTranslation} which will be translated to the display name of the spell, without
* formatting (i.e. not coloured). */
public TextComponentTranslation getNameForTranslation(){
return new TextComponentTranslation("spell." + unlocalisedName);
}
/** Returns the translated display name of the spell, with formatting (i.e. coloured). <b>Client-side only!</b>
* On the server side, use {@link TextComponentTranslation} (see {@link Spell#getNameForTranslationFormatted()}). */
@SideOnly(Side.CLIENT)
public String getDisplayNameWithFormatting(){
return this.element.getFormattingCode() + net.minecraft.client.resources.I18n.format("spell." + unlocalisedName);
}
/** Returns a {@code TextComponentTranslation} which will be translated to the display name of the spell, with
* formatting (i.e. coloured). */
public ITextComponent getNameForTranslationFormatted(){
return new TextComponentTranslation("spell." + unlocalisedName).setStyle(this.element.getColour());
}
/** Returns the translated description of the spell, without formatting. <b>Client-side only!</b> You should not
* need to use this on the server side. */
@SideOnly(Side.CLIENT)
public String getDescription(){
return net.minecraft.client.resources.I18n.format("spell." + unlocalisedName + ".desc");
}
/** Returns whether the spell is enabled in the config. */
public final boolean isEnabled() {
return isEnabled;
}
/** Sets whether the spell is enabled or not. */
public final void setEnabled(boolean isEnabled) {
this.isEnabled = isEnabled;
}
// Spells are sorted according to tier and element. Where several spells have the same tier and element,
// they will remain in the order they were registered.
@Override
public final int compareTo(Spell spell){
if(this.tier.ordinal() > spell.tier.ordinal()){
return 1;
}else if(this.tier.ordinal() < spell.tier.ordinal()){
return -1;
}else{
if(this.element.ordinal() > spell.element.ordinal()){
return 1;
}else if(this.element.ordinal() < spell.element.ordinal()){
return -1;
}else{
return 0;
}
}
}
// ================================================ Static methods ==================================================
/** Returns the total number of registered spells, excluding the 'None' spell. Returns the same number that would
* be returned by Spell.getSpells(Spell.allSpells).size(), but this method is more efficient. */
public static int getTotalSpellCount(){
return registry.getValues().size() - 1;
}
/** Gets a spell instance from its integer id, which now corresponds to its id in the spell registry.
* If the given id has no spell (i.e. is less than 0 or greater than the total number of spells - 1)
* then it will return the {@link None} spell.
* <p>
* <i>If you are calling this from inside a loop in which you are iterating through the spells, there is
* probably a better way; see </i>{@link Spell#getSpells(Predicate)}. */
public static Spell get(int id){
if(id < 0 || id >= registry.getValues().size()){
return Spells.none;
}
Spell spell = registry.getValues().get(id);
return spell == null ? Spells.none : spell;
}
/** Returns the spell with the given registry name, or null if no such spell exists.
* @param name The registry name of the spell, in the form [mod id]:[spell name]. If no mod id is specified, it
* defaults to {@link Wizardry#MODID}. */
public static Spell get(String name){
ResourceLocation key = new ResourceLocation(name);
if(key.getResourceDomain().equals("minecraft")) key = new ResourceLocation(Wizardry.MODID, name);
return registry.getValue(key);
}
/** Returns a list of all registered spells' registry names, excluding the 'none' spell. Used in commands. */
public static String[] getSpellNames(){
// Maybe it would be better to store all of this statically?
Set<ResourceLocation> keys = new HashSet<ResourceLocation>(registry.getKeys());
keys.remove(registry.getKey(Spells.none));
// Streams!
return keys.stream().map(ResourceLocation::toString).toArray(String[]::new);
}
/**
* Returns a list containing all spells matching the given {@link Predicate}. The returned list is separate from the
* internal spells list; any changes you make to the returned list will have no effect on wizardry since the
* returned list is local to this method. Never includes the {@link None} spell. For convenience, there are some
* predefined predicates in the Spell class (some of these really aren't shortcuts any more):
* <p>
* {@link Spell#allSpells} will allow all spells to be returned<br>
* {@link Spell#enabledSpells} will filter out any spells that are disabled in the config<br>
* {@link Spell#npcSpells} will only allow enabled spells that can be cast by NPCs (see {@link Spell#canBeCastByNPCs()})<br>
* {@link Spell#nonContinuousSpells} will filter out continuous spells but not disabled spells<br>
* {@link Spell.TierElementFilter} will only allow enabled spells of the specified tier and element
*
* @param filter A <code>Predicate&ltSpell&gt</code> that the returned spells must satisfy.
*
* @return A <b>local, modifiable</b> list of spells matching the given predicate. <i>Note that this list may be empty.</i>
* */
public static List<Spell> getSpells(Predicate<Spell> filter){
ArrayList<Spell> spells = new ArrayList<Spell>(1);
for(Spell spell : registry.getValues()){
if(filter.test(spell) && spell != Spells.none) spells.add(spell);
}
return spells;
}
/** Predicate which allows all spells. */
public static Predicate<Spell> allSpells = s -> true;
/** Predicate which allows all enabled spells. */
public static Predicate<Spell> enabledSpells = Spell::isEnabled;
/** Predicate which allows all non-continuous spells, even those that have been disabled. */
public static Predicate<Spell> nonContinuousSpells = s -> !s.isContinuous;
/** Predicate which allows all enabled spells for which {@link Spell#canBeCastByNPCs()} returns true. */
public static Predicate<Spell> npcSpells = s -> s.isEnabled() && s.canBeCastByNPCs();
/** Predicate which allows all enabled spells of the given tier and element (create an instance of this class
* each time you want to use it). This is somewhat useless now that Wizardry uses Java 8, but it is more readable
* than a lambda expression and you don't need to remember to check that the spell is enabled every time. */
public static class TierElementFilter implements Predicate<Spell> {
private Tier tier;
private Element element;
/**
* Creates a new TierElementFilter that checks for the given tier and element. Does not allow spells that have
* been disabled in the config.
* @param tier The EnumTier to check for. Pass in null to allow all tiers.
* @param element The EnumElement to check for. Pass in null to allow all elements.
*/
public TierElementFilter(Tier tier, Element element){
this.tier = tier;
this.element = element;
}
@Override
public boolean test(Spell spell) {
return spell.isEnabled() && (this.tier == null || spell.tier == this.tier)
&& (this.element == null || spell.element == this.element);
}
};
}