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.util;
import electroblob.wizardry.util.MagicDamage.DamageType;
/** This interface allows {@link MagicDamage} and {@link IndirectMagicDamage} to both be treated as instances of a
* single type so that the damage type field can be accessed, rather than having to deal with each of them separately,
* which would be inefficient and cumbersome (the latter of those classes cannot extend the former because they both
* need to extend different subclasses of {@link net.minecraft.util.DamageSource DamageSource}).
* @since Wizardry 1.1
* @author Electroblob */
public interface IElementalDamage {
DamageType getType();
boolean isRetaliatory();
}
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package electroblob.wizardry.util;
import electroblob.wizardry.util.MagicDamage.DamageType;
import net.minecraft.entity.Entity;
import net.minecraft.util.EntityDamageSourceIndirect;
public class IndirectMagicDamage extends EntityDamageSourceIndirect implements IElementalDamage {
private final DamageType type;
private final boolean isRetaliatory;
public IndirectMagicDamage(String name, Entity magic, Entity caster, DamageType type, boolean isRetaliatory){
super(name, magic, caster);
this.type = type;
this.isRetaliatory = isRetaliatory;
}
@Override
public DamageType getType(){
return type;
}
@Override
public boolean isRetaliatory(){
return isRetaliatory;
}
}
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package electroblob.wizardry.util;
import electroblob.wizardry.util.MagicDamage.DamageType;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentTranslation;
/**
* DamageSource specifically for summoned creatures. This is for ranged attacks and works exactly the same way as a
* normal indirect damage source, except that it takes the minion as an additional parameter. This is for the sole
* purpose of displaying the correct death message. <i>The event handler deals with all damage dealt by summoned
* creatures, so it's very unlikely that this will be needed anywhere else. If for some reason it is, note that
* knockback has to be removed and re-applied after the damage is dealt.</i>
* @author Electroblob
* @since Wizardry 1.2
* @see MinionDamage
*/
public class IndirectMinionDamage extends IndirectMagicDamage {
private Entity minion;
public IndirectMinionDamage(String name, Entity projectile, Entity minion, Entity caster, DamageType type, boolean isRetaliatory) {
super(name, projectile, caster, type, isRetaliatory);
this.minion = minion;
}
@Override
public ITextComponent getDeathMessage(EntityLivingBase victim) {
ITextComponent itextcomponent = this.minion.getDisplayName();
String key = "death.attack." + this.damageType;
return new TextComponentTranslation(key, victim.getDisplayName(), itextcomponent);
}
}
@@ -0,0 +1,264 @@
package electroblob.wizardry.util;
import java.util.Arrays;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import electroblob.wizardry.entity.living.EntityBlazeMinion;
import electroblob.wizardry.entity.living.EntityIceGiant;
import electroblob.wizardry.entity.living.EntityIceWraith;
import electroblob.wizardry.entity.living.EntityLightningWraith;
import electroblob.wizardry.entity.living.EntityPhoenix;
import electroblob.wizardry.entity.living.EntityShadowWraith;
import electroblob.wizardry.entity.living.EntitySkeletonMinion;
import electroblob.wizardry.entity.living.EntitySpiderMinion;
import electroblob.wizardry.entity.living.EntityStormElemental;
import electroblob.wizardry.entity.living.EntityZombieMinion;
import net.minecraft.entity.Entity;
import net.minecraft.entity.boss.EntityDragon;
import net.minecraft.entity.boss.EntityWither;
import net.minecraft.entity.monster.EntityBlaze;
import net.minecraft.entity.monster.EntityCaveSpider;
import net.minecraft.entity.monster.EntityGhast;
import net.minecraft.entity.monster.EntityMagmaCube;
import net.minecraft.entity.monster.EntityPigZombie;
import net.minecraft.entity.monster.EntitySkeleton;
import net.minecraft.entity.monster.EntitySnowman;
import net.minecraft.entity.monster.EntitySpider;
import net.minecraft.entity.monster.EntityZombie;
import net.minecraft.entity.monster.SkeletonType;
import net.minecraft.util.DamageSource;
import net.minecraft.util.EntityDamageSource;
// A note on the use of the vanilla damagesources:
// When using indirect damage sources, the SECOND argument is the original entity (i.e. the caster), and the
// FIRST argument is the actual projectile or whatever that does the damage. getEntity() will return
// the original entity, and getSourceOfDamage() will return the projectile.
// The vanilla approach to damage types is inconsistent, to say the least. Poison is simply 'magic', and relies on
// EntityLivingBase.isPotionApplicable to determine whether an entity is affected or not. Wither, on the other hand, is
// its own damage type, but again relies on the potion to determine what is immune (which in vanilla is nothing). Fire
// has a proper implementation of course, with both block-based and projectile-based types, and any other damagesource
// can also be designated as fire damage with setFireDamage(). Likewise, projectile and explosion damage can also be
// applied to any damagesource, but these aren't considered types in their own right; rather, they seem to be damage
// type 'attributes'. This is my attempt to collect all of these into a reasonably coherent system.
/** As of wizardry 1.1, this class has replaced the damagesource-related methods in WizardryUtilities, allowing a
* {@link DamageType} to be specified with the damage. The main reason for this is so that damage sources can fit with the
* vanilla behaviour on armour enchantments and such like whilst still being classified as wizardry damage for the purposes
* of friendly fire, etc.
* <p><i>
* In the future, there is scope for an entirely standalone mod based on this idea. Perhaps 'Elemental Damage' could be
* a config-only mod which allows its users to define any number of specific damage types, then give any creature a
* resistance, immunity or vulnerability to each, as well as being able to specify the sources for each type, such as
* enchantments, potions, specific items, certain entities, even particular situations and string damagesource names
* from other mods.
* </i>
* @see IndirectMagicDamage
* @see IElementalDamage
* @since Wizardry 1.1
* @author Electroblob */
public class MagicDamage extends EntityDamageSource implements IElementalDamage {
/** The name of the damagesource for direct magic damage from the wizardry mod. */
public static final String DIRECT_MAGIC_DAMAGE = "wizardryMagic";
/** The name of the damagesource for indirect magic damage from the wizardry mod. */
public static final String INDIRECT_MAGIC_DAMAGE = "indirectWizardryMagic";
// Technically, I don't need to specify that the classes in this map must extend entity, but it's good practice to.
private static final Map<Class<? extends Entity>, DamageType[]> immunityMapping = new HashMap<Class<? extends Entity>, DamageType[]>();
private final DamageType type;
private final boolean isRetaliatory;
/** A simple set of constants for the types of damage. The names are deliberately different to those in EnumElement
* to avoid confusion. All types are classified as magic damage in the vanilla system, so witches are resistant to them. */
public enum DamageType {
/** Generic magic damage from the wizardry mod. Like vanilla magic damage, except it doesn't bypass armour. */
MAGIC,
/** Fire damage from the wizardry mod. Counts as fire damage in the vanilla system, so is blocked by any mobs that
* are immune to fire and entities with the fire resistance effect. */
FIRE,
/** Frost (ice) damage from the wizardry mod. Snow golems, ice wraiths and ice giants are immune. */
FROST,
/** Shock (lightning) damage from the wizardry mod. Lightning wraiths and storm elementals are immune. */
SHOCK,
/** Wither damage from the wizardry mod. Withers, wither skeletons and shadow wraiths are immune. */
WITHER,
/** Poison damage from the wizardry mod. Spiders, cave spiders and undead mobs are immune. */
POISON,
/** [NYI] Force damage from the wizardry mod. Insubstantial creatures (ghast, shadow wraith, etc.) are immune. */
FORCE,
/** Blast damage from the wizardry mod. Affected by the blast protection enchantment. */
BLAST,
/** [NYI] Radiant damage from the wizardry mod. */
RADIANT;
}
static {
// Of course, the entities that are immune to fire already are since there's a vanilla system for that, but
// they're included here anyway for completeness and in case anyone wants to check if an entity is immune to
// an unspecified element for reasons other than dealing damage.
setEntityImmunities(EntityPhoenix.class, DamageType.FIRE);
setEntityImmunities(EntityBlaze.class, DamageType.FIRE);
setEntityImmunities(EntityBlazeMinion.class, DamageType.FIRE);
setEntityImmunities(EntityPigZombie.class, DamageType.FIRE, DamageType.POISON);
setEntityImmunities(EntityMagmaCube.class, DamageType.FIRE);
setEntityImmunities(EntityGhast.class, DamageType.FIRE);
setEntityImmunities(EntityDragon.class, DamageType.FIRE);
setEntityImmunities(EntityStormElemental.class, DamageType.FIRE, DamageType.SHOCK);
setEntityImmunities(EntityWither.class, DamageType.FIRE, DamageType.WITHER);
setEntityImmunities(EntitySnowman.class, DamageType.FROST);
setEntityImmunities(EntityIceWraith.class, DamageType.FROST);
setEntityImmunities(EntityIceGiant.class, DamageType.FROST);
setEntityImmunities(EntityLightningWraith.class, DamageType.SHOCK);
setEntityImmunities(EntityShadowWraith.class, DamageType.WITHER);
setEntityImmunities(EntitySpider.class, DamageType.POISON);
setEntityImmunities(EntitySpiderMinion.class, DamageType.POISON);
setEntityImmunities(EntityCaveSpider.class, DamageType.POISON);
setEntityImmunities(EntityZombie.class, DamageType.POISON);
setEntityImmunities(EntitySkeleton.class, DamageType.POISON);
setEntityImmunities(EntityZombieMinion.class, DamageType.POISON);
setEntityImmunities(EntitySkeletonMinion.class, DamageType.POISON);
}
public MagicDamage(String name, Entity caster, DamageType type, boolean isRetaliatory){
super(name, caster);
this.type = type;
this.isRetaliatory = isRetaliatory;
this.setMagicDamage();
if(type == DamageType.FIRE) this.setFireDamage();
if(type == DamageType.BLAST) this.setExplosion();
}
/** Returns true if the given entity is immune to the given damage type according to the entity immunity mappings,
* false otherwise. When you want to check for resistances, check this method rather than just checking the result
* of attackEntityFrom, since that could return false for all sorts of reasons besides immunities. However, if you
* don't need to know whether the damage succeeded or not, there's no point in checking this method. A common use
* of this method is to check for immunity and if so display the "[mob] resisted [spell]" chat message. See
* {@link electroblob.wizardry.spell.Arc Arc} for a good example of this, and also of when not to use it. */
public static boolean isEntityImmune(DamageType type, Entity entity){
// Because Mojang, in their infinite wisdom, did not make wither skeletons their own separate class (despite the
// fact that cave spiders are), I have to test for this manually. Realistically, no mod author would be stupid
// enough to put two entities in one class, so this should be the only time I ever have to do this.
if(type == DamageType.WITHER && entity instanceof EntitySkeleton
// Don't need to check EntitySkeletonMinion separately any more because it now extends EntitySkeleton.
&& ((EntitySkeleton)entity).getSkeletonType() == SkeletonType.WITHER){
return true;
}
if(type == DamageType.FIRE && entity.isImmuneToFire()) return true;
DamageType[] immunities = MagicDamage.immunityMapping.get(entity.getClass());
return immunities != null && Arrays.asList(immunities).contains(type);
}
/** Registers the given type of entity as immune to all of the passed in damage types. */
public static void setEntityImmunities(Class<? extends Entity> entityType, DamageType... immunities){
immunityMapping.put(entityType, immunities);
}
/** Adds the passed in damage type to the list of damage types to which the given entity is immune. */
public static void addEntityImmunity(Class<? extends Entity> entityType, DamageType immunity){
List<DamageType> immunities = Arrays.asList(immunityMapping.get(entityType));
immunities.add(immunity);
// Apparently putting 0 here works just fine.
immunityMapping.put(entityType, immunities.toArray(new DamageType[0]));
}
/**
* Returns a DamageSource called "wizardryMagic" with the given entity as the caster. Use in preference to vanilla
* types to allow things to distinguish between magic and regular melee/swords. Unlike DamageSource.magic, it does
* not bypass armour and has a player as the source (rather than nothing). It is still classed as magic damage (for
* the record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).
* isRetaliatory defaults to false.
* <p>
* Now that this is its own class, this static method is largely redundant, but it's not worth refactoring the entire
* mod just to get rid of this method and use the constructor instead.
* @param caster The player or other living entity causing the damage
* @param type The type that this damage belongs to; used for resistances and wand perks. Use
* {@link DamageType#MAGIC} for regular, non-elemental magic damage (sometimes you might not want an element
* even though the spell has one - for example, not all necromancy spells are 'withery', so some of them might
* reasonably affect creatures that are ususally immune to wither effects).
* @return A damagesource object of type EntityDamageSource
*/
public static DamageSource causeDirectMagicDamage(Entity caster, DamageType type){
return causeDirectMagicDamage(caster, type, false);
}
/**
* Returns a DamageSource called "wizardryMagic" with the given entity as the caster. Use in preference to vanilla
* types to allow things to distinguish between magic and regular melee/swords. Unlike DamageSource.magic, it does
* not bypass armour and has a player as the source (rather than nothing). It is still classed as magic damage (for
* the record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).
* <p>
* Now that this is its own class, this static method is largely redundant, but it's not worth refactoring the entire
* mod just to get rid of this method and use the constructor instead.
* @param caster The player or other living entity causing the damage
* @param type The type that this damage belongs to; used for resistances and wand perks. Use
* {@link DamageType#MAGIC} for regular, non-elemental magic damage (sometimes you might not want an element
* even though the spell has one - for example, not all necromancy spells are 'withery', so some of them might
* reasonably affect creatures that are ususally immune to wither effects).
* @param isRetaliatory whether this damage source came from a retaliatory attack; prevents infinite loops
* occurring when two entities damage each other with retaliatory effects.
* @return A damagesource object of type EntityDamageSource
*/
public static DamageSource causeDirectMagicDamage(Entity caster, DamageType type, boolean isRetaliatory){
return new MagicDamage(DIRECT_MAGIC_DAMAGE, caster, type, isRetaliatory);
}
/**
* Returns a DamageSource called "indirectWizardryMagic" with the player as the caster. Use in preference to vanilla
* types to allow things to distinguish between magic and regular arrows/throwables. Unlike
* DamageSource.causeIndirectMagicDamage, it does not bypass armour. It is still classed as magic damage (for the
* record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).
* isRetaliatory defaults to false.
* <p>
* Now that this is its own class, this static method is largely redundant, but it's not worth refactoring the entire
* mod just to get rid of this method and use the constructor instead.
* @param magic The entity that actually caused the damage
* @param caster The player or other living entity that cast the spell originally
* @param type The type that this damage belongs to; used for resistances and wand perks. Use
* {@link DamageType#MAGIC} for regular, non-elemental magic damage (sometimes you might not want an element
* even though the spell has one - for example, not all necromancy spells are 'withery', so some of them might
* reasonably affect creatures that are ususally immune to wither effects).
* @return A damagesource object of type EntityDamageSourceIndirect
*/
public static DamageSource causeIndirectMagicDamage(Entity magic, Entity caster, DamageType type){
return causeIndirectMagicDamage(magic, caster, type, false);
}
/**
* Returns a DamageSource called "indirectWizardryMagic" with the player as the caster. Use in preference to vanilla
* types to allow things to distinguish between magic and regular arrows/throwables. Unlike
* DamageSource.causeIndirectMagicDamage, it does not bypass armour. It is still classed as magic damage (for the
* record, all this does in vanilla is make witches 85% resistant to it - but that seems kinda right anyway).
* <p>
* Now that this is its own class, this static method is largely redundant, but it's not worth refactoring the entire
* mod just to get rid of this method and use the constructor instead.
* @param magic The entity that actually caused the damage
* @param caster The player or other living entity that cast the spell originally
* @param type The type that this damage belongs to; used for resistances and wand perks. Use
* {@link DamageType#MAGIC} for regular, non-elemental magic damage (sometimes you might not want an element
* even though the spell has one - for example, not all necromancy spells are 'withery', so some of them might
* reasonably affect creatures that are ususally immune to wither effects).
* @param isRetaliatory whether this damage source came from a retaliatory attack; prevents infinite loops
* occurring when two entities damage each other with retaliatory effects.
* @return A damagesource object of type EntityDamageSourceIndirect
*/
public static DamageSource causeIndirectMagicDamage(Entity magic, Entity caster, DamageType type, boolean isRetaliatory){
return new IndirectMagicDamage(INDIRECT_MAGIC_DAMAGE, magic, caster, type, isRetaliatory);
}
@Override
public DamageType getType(){
return type;
}
@Override
public boolean isRetaliatory(){
return isRetaliatory;
}
}
@@ -0,0 +1,32 @@
package electroblob.wizardry.util;
import electroblob.wizardry.util.MagicDamage.DamageType;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentTranslation;
/**
* DamageSource specifically for summoned creatures. Despite being for melee attacks, this is actually an indirect
* damage source, because it allows the minion to be the 'projectile'. This class also overrides getDeathMessage to
* display the minion's name rather than the caster's. <i>The event handler deals with all damage dealt by summoned
* creatures, so it's very unlikely that this will be needed anywhere else. If for some reason it is, note that
* knockback has to be removed and re-applied after the damage is dealt.</i>
* @author Electroblob
* @since Wizardry 1.2
* @see IndirectMinionDamage
*/
public class MinionDamage extends IndirectMagicDamage {
public MinionDamage(String name, Entity minion, Entity caster, DamageType type, boolean isRetaliatory) {
super(name, minion, caster, type, isRetaliatory);
}
@Override
public ITextComponent getDeathMessage(EntityLivingBase victim) {
ITextComponent itextcomponent = this.damageSourceEntity.getDisplayName();
String key = "death.attack." + this.damageType;
return new TextComponentTranslation(key, victim.getDisplayName(), itextcomponent);
}
}
@@ -0,0 +1,141 @@
package electroblob.wizardry.util;
import java.util.Collections;
import java.util.HashMap;
import java.util.Map;
import java.util.Map.Entry;
import io.netty.buffer.ByteBuf;
import net.minecraft.item.Item;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraftforge.fml.common.network.ByteBufUtils;
/**
* Object that wraps any number of spell multipliers into one, allowing for expandability within the Spell#cast
* methods. This class is essentially a glorified {@link Map} which can be written to and read from a {@link ByteBuf}.
* It is possible to calculate spell multipliers from wand NBT within the cast methods, but this is cumbersome and does
* not allow the multipliers to be sent to the client, which is sometimes necessary (for example, detonate needs to know
* about range multipliers on the client side or the particles wouldn't show outside of the base range).
* <p>
* Most external interaction with SpellModifiers objects will be in SpellCastEvent.Pre, where you can add additional
* multipliers to them if desired for use with your own spells, or modify the existing ones. If you have added a wand
* upgrade, this is <b>not</b> done automatically for you; you will have to do it yourself (for the simple reason that
* not all wand upgrades affect spells).
* <p>
* To use a SpellModifiers object within the <code>Spell.cast</code> methods, simply retrieve the desired multiplier
* using {@link SpellModifiers#get(Item)} for wand upgrades, or {@link SpellModifiers#get(String)} if the multiplier
* is not from a wand upgrade.
* @author Electroblob
* @since Wizardry 1.2
* @see WandHelper
*/
// I have made the decision that the USERS of this class must decide whether the multipliers need syncing or not, on a
// case-by-case basis. Why? Because assigning keys to either sync or not sync would be unnecessarily restrictive, and
// would mean they have to be registered, and part of the point of SpellModifiers is that they can be added to on the
// fly.
public final class SpellModifiers {
/** Constant string identifier for the damage multiplier. All the other multipliers in Wizardry have items. */
public static final String DAMAGE = "damage";
private Map<String, Float> multiplierMap;
private Map<String, Float> syncedMultiplierMap;
/** Creates an empty SpellModifiers object. All calls to <code>get(...)</code> on an empty SpellModifiers object
* will return a value of 1. */
public SpellModifiers(){
multiplierMap = new HashMap<String, Float>();
syncedMultiplierMap = new HashMap<String, Float>();
}
/**
* Adds the given multiplier to this SpellModifiers object, using the string identifier that the given wand
* upgrade item was registered with.
* @throws IllegalArgumentException if the given item is not a registered special wand upgrade.
* @param upgrade The upgrade item the multiplier corresponds to.
* @param multiplier The multiplier value, with 1 being default. Usage of multipliers is up to individual spells to
* implement.
* @param needsSyncing Whether this multiplier should be synchronised with the client via packets. <i>Only set this
* to true if particles will be spawned which need to know the value of the multiplier.</i>
* @return The SpellModifiers object, allowing this method to be chained onto the constructor.
*/
public SpellModifiers set(Item upgrade, float multiplier, boolean needsSyncing){
this.set(WandHelper.getIdentifier(upgrade), multiplier, needsSyncing);
return this;
}
/**
* Adds the given multiplier to this SpellModifiers object, using the given string key. In most cases, the
* multiplier will correspond to a wand upgrade, in which case use {@link SpellModifiers#set(Item, float, boolean)}
* instead.
* @param key The key used to identify the multiplier.
* @param multiplier The multiplier value, with 1 being default. Usage of multipliers is up to individual spells to
* implement.
* @param needsSyncing Whether this multiplier should be synchronised with the client via packets. <i>Only set this
* to true if particles will be spawned which depend on the multiplier.</i>
* @return The SpellModifiers object, allowing this method to be chained onto the constructor.
*/
public SpellModifiers set(String key, float multiplier, boolean needsSyncing){
multiplierMap.put(key, multiplier);
if(needsSyncing) syncedMultiplierMap.put(key, multiplier);
return this;
}
/** Returns the multiplier corresponding to the given wand upgrade item, or 1 if no multiplier was stored.
* @throws IllegalArgumentException if the given item is not a registered special wand upgrade. */
public float get(Item upgrade){
return get(WandHelper.getIdentifier(upgrade));
}
/** Returns the multiplier corresponding to the given string key, or 1 if no multiplier was stored. In most cases,
* the multiplier will correspond to a wand upgrade, in which case use {@link SpellModifiers#get(Item)}
* instead. */
public float get(String key){
Float value = multiplierMap.get(key);
// Must check for null before unboxing, and if it is null, return the default 1.
return value == null ? 1 : value;
}
/** Returns an unmodifiable map of the modifiers stored in this SpellModifiers object. Useful for iterating through
* the modifiers. */
public Map<String, Float> getModifiers(){
return Collections.unmodifiableMap(this.multiplierMap);
}
/** Removes all modifiers from this SpellModifiers object, effectively resetting them all to 1. */
public void reset(){
this.multiplierMap.clear();
this.syncedMultiplierMap.clear();
}
/** Reads this SpellModifiers object from the given ByteBuf. */
public void read(ByteBuf buf){
int entryCount = buf.readInt();
for(int i=0; i<entryCount; i++){
this.set(ByteBufUtils.readUTF8String(buf), buf.readFloat(), false);
}
}
/** Writes this SpellModifiers object to the given ByteBuf so it can be sent via packets. */
public void write(ByteBuf buf){
buf.writeInt(syncedMultiplierMap.size());
for(Entry<String, Float> entry : syncedMultiplierMap.entrySet()){
ByteBufUtils.writeUTF8String(buf, entry.getKey());
buf.writeFloat(entry.getValue());
}
}
/** Creates a new SpellModifiers object from the given NBTTagCompound. The NBTTagCompound should have 1 or more
* float tags, which will be stored as modifiers under the same name as the tag. For example, the following NBT
* tag (in command syntax) will create a SpellModifiers object with a damage modifier of 1.5 and a range modifier of
* 2:<p><code>{damage:1.5, range:2}</code><p>
* Note that needsSyncing is set to true for all returned modifiers. */
public static SpellModifiers fromNBT(NBTTagCompound nbt){
SpellModifiers modifiers = new SpellModifiers();
for(String key : nbt.getKeySet()){
modifiers.set(key, nbt.getFloat(key), true);
}
return modifiers;
}
}
@@ -0,0 +1,290 @@
package electroblob.wizardry.util;
import java.util.Collections;
import java.util.HashMap;
import java.util.Set;
import electroblob.wizardry.registry.Spells;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.spell.Spell;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
/** Much like {@link net.minecraft.enchantment.EnchantmentHelper EnchantmentHelper}, this class has some static methods
* which allow cleaner and more concise interaction with the wand NBT data, which is quite a complex structure. Such
* interaction previously resulted in rather verbose and repetitive code which was hard to read and even harder to debug!
* For example, this class allowed {@link electroblob.wizardry.item.ItemWand ItemWand} to be shortened by about 80 lines.
* In addition, by having all the various null checks and array size checks in one place, the chance of accidental errors
* due to forgetting to check these things is greatly reduced.
* <p>
* Note that these methods contain no game logic at all; they are purely for interacting with the NBT data. Conversely,
* you should never need to access the wand's NBT data directly when using this class, but the keys are public in the
* unlikely case that this is necessary.
* <p>
* Also note that none of the methods in this class actually check that the given ItemStack contains an ItemWand; you
* can, for example, pass in a stack of snowballs without causing problems, but that is of course pointless!
* <p>
* All <b>get</b> methods in this class return some kind of default if the passed-in wand stack has no nbt data.
* See individual method descriptions for more details.<br>
* All <b>set</b> methods in this class create a new nbt data for the passed-in wand if it has none, before doing
* whatever else they do.
* @see electroblob.wizardry.item.ItemWand ItemWand
* @see electroblob.wizardry.packet.PacketControlInput PacketControlInput
* @since Wizardry 1.1 */
public final class WandHelper {
// NBT tag keys
public static final String SPELL_ARRAY_KEY = "spells";
public static final String SELECTED_SPELL_KEY = "selectedSpell";
public static final String COOLDOWN_ARRAY_KEY = "cooldown";
public static final String UPGRADES_KEY = "upgrades";
private static final HashMap<Item, String> upgradeMap = new HashMap<Item, String>();
static {
upgradeMap.put(WizardryItems.condenser_upgrade, "condenser");
upgradeMap.put(WizardryItems.storage_upgrade, "storage");
upgradeMap.put(WizardryItems.siphon_upgrade, "siphon");
upgradeMap.put(WizardryItems.range_upgrade, "range");
upgradeMap.put(WizardryItems.duration_upgrade, "duration");
upgradeMap.put(WizardryItems.cooldown_upgrade, "cooldown");
upgradeMap.put(WizardryItems.blast_upgrade, "blast");
upgradeMap.put(WizardryItems.attunement_upgrade, "attunement");
}
/** Returns an array containing the spells currently bound to the given wand. As of Wizardry 1.1, this array is not
* always the same size; it can be anywhere between 5 and 8 (inclusive) in length. If the wand has no spell data,
* returns an array of length 0. */
public static Spell[] getSpells(ItemStack wand){
Spell[] spells = new Spell[0];
if(wand.getTagCompound() != null){
int[] spellIDs = wand.getTagCompound().getIntArray(SPELL_ARRAY_KEY);
spells = new Spell[spellIDs.length];
for(int i=0; i<spellIDs.length; i++){
spells[i] = Spell.get(spellIDs[i]);
}
}
return spells;
}
/** Binds the given array of spells to the given wand. The array can be anywhere between 5 and 8 (inclusive) in length. */
public static void setSpells(ItemStack wand, Spell[] spells){
if(wand.getTagCompound() == null) wand.setTagCompound((new NBTTagCompound()));
int[] spellIDs = new int[spells.length];
for(int i=0; i<spells.length; i++){
spellIDs[i] = spells[i] != null ? spells[i].id() : Spells.none.id();
}
wand.getTagCompound().setIntArray(SPELL_ARRAY_KEY, spellIDs);
}
/** Returns the currently selected spell for the given wand, or the 'none' spell if the wand has no spell data. */
public static Spell getCurrentSpell(ItemStack wand){
Spell[] spells = getSpells(wand);
if(wand.getTagCompound() != null){
int selectedSpell = wand.getTagCompound().getInteger(SELECTED_SPELL_KEY);
if(selectedSpell < spells.length){
return spells[selectedSpell];
}
}
return Spells.none;
}
/** Selects the next spell in this wand's list of spells. */
public static void selectNextSpell(ItemStack wand){
// 5 here because if the spell array doesn't exist, the wand can't possibly have attunement upgrades
if(getSpells(wand).length < 0) setSpells(wand, new Spell[5]);
if(wand.getTagCompound() != null){
int numberOfSpells = getSpells(wand).length;
int selectedSpell = wand.getTagCompound().getInteger(SELECTED_SPELL_KEY);
// Greater than or equal to so that if attunement upgrades are somehow removed by NBT modification it just
// resets.
if(selectedSpell >= numberOfSpells - 1){
selectedSpell = 0;
}else{
selectedSpell++;
}
wand.getTagCompound().setInteger(SELECTED_SPELL_KEY, selectedSpell);
}
}
/** Selects the previous spell in this wand's list of spells. */
public static void selectPreviousSpell(ItemStack wand){
// 5 here because if the spell array doesn't exist, the wand can't possibly have attunement upgrades
if(getSpells(wand).length < 0) setSpells(wand, new Spell[5]);
// This cannot possibly be null here, and yet I am getting an NPE...
if(wand.getTagCompound() != null){
int numberOfSpells = getSpells(wand).length;
int selectedSpell = wand.getTagCompound().getInteger(SELECTED_SPELL_KEY);
if(selectedSpell <= 0){
selectedSpell = numberOfSpells - 1;
}else{
selectedSpell--;
}
wand.getTagCompound().setInteger(SELECTED_SPELL_KEY, selectedSpell);
}
}
/** Returns an array of the cooldowns for each spell bound to the given wand. As of Wizardry 1.1, this array is not
* always the same size; it can be anywhere between 5 and 8 (inclusive) in length. If the wand has no cooldown data,
* returns an array of length 0. */
public static int[] getCooldowns(ItemStack wand){
int[] cooldowns = new int[0];
if(wand.getTagCompound() != null){
return wand.getTagCompound().getIntArray(COOLDOWN_ARRAY_KEY);
}
return cooldowns;
}
/** Sets the given wand's cooldown array. The array can be anywhere between 5 and 8 (inclusive) in length. */
public static void setCooldowns(ItemStack wand, int[] cooldowns){
if(wand.getTagCompound() == null) wand.setTagCompound((new NBTTagCompound()));
wand.getTagCompound().setIntArray(COOLDOWN_ARRAY_KEY, cooldowns);
}
/** Decrements the cooldown for each spell bound to the given wand by 1, if that cooldown is greater than 0. */
public static void decrementCooldowns(ItemStack wand){
int[] cooldowns = getCooldowns(wand);
// If there are no cooldowns, it is assumed that they are all zero and therefore nothing needs to be done.
if(cooldowns.length == 0) return;
for(int i=0; i<cooldowns.length; i++){
if(cooldowns[i] > 0) cooldowns[i]--;
}
setCooldowns(wand, cooldowns);
}
/** Returns the given wand's cooldown for the currently selected spell, or 0 if the wand has no cooldown data. */
public static int getCurrentCooldown(ItemStack wand){
int[] cooldowns = getCooldowns(wand);
if(cooldowns.length == 0) return 0;
// Don't need to check if the tag compound is null since the above check is equivalent.
return cooldowns[wand.getTagCompound().getInteger(SELECTED_SPELL_KEY)];
}
/** Sets the given wand's cooldown for the currently selected spell. */
public static void setCurrentCooldown(ItemStack wand, int cooldown){
if(wand.getTagCompound() == null) wand.setTagCompound((new NBTTagCompound()));
int[] cooldowns = getCooldowns(wand);
// The length of the spells array must be greater than 0 since this method can only be called if a spell is
// cast, which is impossible if there are no spells.
if(cooldowns.length == 0) cooldowns = new int[getSpells(wand).length];
cooldowns[wand.getTagCompound().getInteger(SELECTED_SPELL_KEY)] = cooldown;
setCooldowns(wand, cooldowns);
}
/** Returns the number of upgrades of the given type that have been applied to the given wand, or 0 if the wand has
* no upgrade data or the given item is not a valid wand upgrade. */
public static int getUpgradeLevel(ItemStack wand, Item upgrade){
String key = upgradeMap.get(upgrade);
if(wand.getTagCompound() != null && wand.getTagCompound().hasKey(UPGRADES_KEY) && key != null){
return wand.getTagCompound().getCompoundTag(UPGRADES_KEY).getInteger(key);
}
return 0;
}
/** Returns the total number of upgrades that have been applied to the given wand, or 0 if the wand has no upgrade
* data. */
public static int getTotalUpgrades(ItemStack wand){
int totalUpgrades = 0;
for(Item item : upgradeMap.keySet()){
totalUpgrades += getUpgradeLevel(wand, item);
}
return totalUpgrades;
}
/** Applies the given upgrade to the given wand, or in other words increases the level for that upgrade by 1. This
* does <b>not</b> account for the individual or total upgrade stack limits. */
public static void applyUpgrade(ItemStack wand, Item upgrade){
if(wand.getTagCompound() == null) wand.setTagCompound((new NBTTagCompound()));
if(!wand.getTagCompound().hasKey(UPGRADES_KEY)) wand.getTagCompound().setTag(UPGRADES_KEY, new NBTTagCompound());
NBTTagCompound upgrades = wand.getTagCompound().getCompoundTag(UPGRADES_KEY);
String key = upgradeMap.get(upgrade);
if(key != null) upgrades.setInteger(key, upgrades.getInteger(key) + 1);
wand.getTagCompound().setTag(UPGRADES_KEY, upgrades);
}
/** Returns true if the given item is a valid special wand upgrade. */
public static boolean isWandUpgrade(Item upgrade){
return upgradeMap.containsKey(upgrade);
}
/** Returns an unmodifiable set of all the items which are valid special wand upgrades. */
public static Set<Item> getSpecialUpgrades(){
return Collections.unmodifiableSet(WandHelper.upgradeMap.keySet());
}
/** Package-protected getter for the identifier that corresponds to the given item, used only in the
* {@link SpellModifiers} class. Internal to Wizardry.
* @throws IllegalArgumentException if the given item is not a registered special wand upgrade.*/
static String getIdentifier(Item upgrade){
if(!isWandUpgrade(upgrade)) throw new IllegalArgumentException("Tried to get a wand upgrade key for an item"
+ "that is not a registered special wand upgrade.");
return upgradeMap.get(upgrade);
}
/** Registers a special upgrade with wizardry. Not used in the base mod, but I've put it here to make it easy
* for add-ons to add new wand upgrades.
* @param upgrade The wand upgrade item
* @param identifier A unique string, used as a key for wand nbt tags
* @throws IllegalArgumentException if the passed in identifier is already used for another wand upgrade */
public static void registerSpecialUpgrade(Item upgrade, String identifier){
// Throwing an exception is the best thing to do here, since if a duplicate was allowed weird things would
// happen later with wand NBT.
if(upgradeMap.containsValue(identifier)) throw new IllegalArgumentException("Duplicate wand upgrade identifier: " + identifier);
upgradeMap.put(upgrade, identifier);
}
}
@@ -0,0 +1,19 @@
package electroblob.wizardry.util;
/** Enum constants representing the different types of particle added by wizardry. This was renamed from the previous
* EnumParticleType in the 1.10.2 port to avoid confusion with the vanilla version, EnumParticleTypes. */
public enum WizardryParticleType {
BLIZZARD,
BRIGHT_DUST,
DARK_MAGIC,
DUST,
ICE,
LEAF,
MAGIC_BUBBLE,
MAGIC_FIRE,
PATH,
SNOW,
SPARK,
SPARKLE,
SPARKLE_ROTATING
}
@@ -0,0 +1,136 @@
package electroblob.wizardry.util;
import java.util.Set;
import javax.annotation.Nullable;
import com.google.common.collect.Sets;
import net.minecraft.entity.EntityLiving;
import net.minecraft.pathfinding.NodeProcessor;
import net.minecraft.pathfinding.Path;
import net.minecraft.pathfinding.PathHeap;
import net.minecraft.pathfinding.PathPoint;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IBlockAccess;
/** Minecraft's pathfinder refused to play nicely, so I 'borrowed' its code and fiddled with it. */
public class WizardryPathFinder {
/** The path being generated */
private final PathHeap path = new PathHeap();
private final Set<PathPoint> closedSet = Sets.<PathPoint>newHashSet();
/** Selection of path points to add to the path */
private final PathPoint[] pathOptions = new PathPoint[32];
private final NodeProcessor nodeProcessor;
public WizardryPathFinder(NodeProcessor processor){
this.nodeProcessor = processor;
}
@Nullable
public Path findPath(IBlockAccess world, EntityLiving entity, BlockPos destination, float range){
return this.findPath(world, entity, (double)((float)destination.getX() + 0.5F), (double)((float)destination.getY() + 0.5F), (double)((float)destination.getZ() + 0.5F), range);
}
@Nullable
private Path findPath(IBlockAccess world, EntityLiving entity, double x, double y, double z, float range){
this.path.clearPath();
this.nodeProcessor.initProcessor(world, entity);
PathPoint pathpoint = this.nodeProcessor.getStart();
PathPoint pathpoint1 = this.nodeProcessor.getPathPointToCoords(x, y, z);
Path path = this.findPath(pathpoint, pathpoint1, range);
this.nodeProcessor.postProcess();
return path;
}
@Nullable
private Path findPath(PathPoint start, PathPoint end, float range){
start.totalPathDistance = 0.0F;
start.distanceToNext = start.distanceManhattan(end);
start.distanceToTarget = start.distanceToNext;
this.path.clearPath();
this.closedSet.clear();
this.path.addPoint(start);
PathPoint pathpoint = start;
int i = 0;
while(!this.path.isPathEmpty()){
++i;
// This is the offending line - timeout limit changed from 200 to 5000.
if(i >= 5000){
break;
}
PathPoint pathpoint1 = this.path.dequeue();
if(pathpoint1.equals(end)){
pathpoint = end;
break;
}
if(pathpoint1.distanceManhattan(end) < pathpoint.distanceManhattan(end)){
pathpoint = pathpoint1;
}
pathpoint1.visited = true;
int j = this.nodeProcessor.findPathOptions(this.pathOptions, pathpoint1, end, range);
for(int k = 0; k < j; ++k){
PathPoint pathpoint2 = this.pathOptions[k];
float f = pathpoint1.distanceManhattan(pathpoint2);
pathpoint2.distanceFromOrigin = pathpoint1.distanceFromOrigin + f;
pathpoint2.cost = f + pathpoint2.costMalus;
float f1 = pathpoint1.totalPathDistance + pathpoint2.cost;
if(pathpoint2.distanceFromOrigin < range && (!pathpoint2.isAssigned() || f1 < pathpoint2.totalPathDistance)){
pathpoint2.previous = pathpoint1;
pathpoint2.totalPathDistance = f1;
pathpoint2.distanceToNext = pathpoint2.distanceManhattan(end) + pathpoint2.costMalus;
if(pathpoint2.isAssigned()){
this.path.changeDistance(pathpoint2, pathpoint2.totalPathDistance + pathpoint2.distanceToNext);
}else{
pathpoint2.distanceToTarget = pathpoint2.totalPathDistance + pathpoint2.distanceToNext;
this.path.addPoint(pathpoint2);
}
}
}
}
if(pathpoint == start){
return null;
}else{
Path path = this.createEntityPath(start, pathpoint);
return path;
}
}
/**
* Returns a new PathEntity for a given start and end point
*/
private Path createEntityPath(PathPoint start, PathPoint end){
int i = 1;
for(PathPoint pathpoint = end; pathpoint.previous != null; pathpoint = pathpoint.previous){
++i;
}
PathPoint[] points = new PathPoint[i];
PathPoint pathpoint1 = end;
--i;
for(points[i] = end; pathpoint1.previous != null; points[i] = pathpoint1){
pathpoint1 = pathpoint1.previous;
--i;
}
return new Path(points);
}
}
@@ -0,0 +1,967 @@
package electroblob.wizardry.util;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collection;
import java.util.HashMap;
import java.util.HashSet;
import java.util.List;
import java.util.Map;
import java.util.Map.Entry;
import java.util.Random;
import java.util.UUID;
import java.util.function.Function;
import javax.annotation.Nullable;
import org.apache.commons.lang3.tuple.ImmutablePair;
import electroblob.wizardry.CommonProxy;
import electroblob.wizardry.WizardData;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.constants.Element;
import electroblob.wizardry.constants.Tier;
import electroblob.wizardry.entity.living.ISummonedCreature;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.registry.WizardryPotions;
import electroblob.wizardry.spell.MindControl;
import electroblob.wizardry.spell.Spell;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.monster.EntityCreeper;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.EntityEquipmentSlot;
import net.minecraft.inventory.EntityEquipmentSlot.Type;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTBase;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
import net.minecraft.network.datasync.DataParameter;
import net.minecraft.server.MinecraftServer;
import net.minecraft.util.DamageSource;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.SoundCategory;
import net.minecraft.util.SoundEvent;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.ReflectionHelper;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
/** This class contains some useful static methods for use anywhere - items, entities, spells, events, blocks, etc.
* @see CommonProxy
* @see WandHelper
* @since Wizardry 1.0
* @author Electroblob */
public final class WizardryUtilities {
/** Constant which is simply an array of the four armour slots. (Could've sworn this exists somewhere in
* vanilla, but I can't find it anywhere...) */
public static final EntityEquipmentSlot[] ARMOUR_SLOTS;
/** Changed to a constant in wizardry 2.1, since this is a lot more efficient. */
private static final DataParameter<Boolean> POWERED;
static {
// The list of slots needs to be mutable.
List<EntityEquipmentSlot> slots = new ArrayList<EntityEquipmentSlot>(Arrays.asList(EntityEquipmentSlot.values()));
slots.removeIf(slot -> slot.getSlotType() != Type.ARMOR);
ARMOUR_SLOTS = slots.toArray(new EntityEquipmentSlot[0]);
// Null is passed in deliberately since POWERED is a static field.
POWERED = ReflectionHelper.getPrivateValue(EntityCreeper.class, null, "POWERED", "field_184714_b");
}
// SECTION Block/Entity/World Utilities
// ===============================================================================================================
/**
* Returns whether the block at the given coordinates can be replaced by another one (works as if a block is being placed by a player).
* True for air, liquids, vines, tall grass and snow layers but not for flowers, signs etc.
* This is a shortcut for <code>world.getBlockState(pos).getMaterial().isReplaceable()</code>.
* @see WizardryUtilities#canBlockBeReplacedB(World, BlockPos)
*/
public static boolean canBlockBeReplaced(World world, BlockPos pos){
return world.isAirBlock(new BlockPos(pos)) || world.getBlockState(pos).getMaterial().isReplaceable();
}
/**
* Returns whether the block at the given coordinates can be replaced by another one (works as if a block is being placed by a player)
* and is not a liquid.
* True for air, vines, tall grass and snow layers but not for flowers, signs etc. or any liquids.
* @see WizardryUtilities#canBlockBeReplaced(World, BlockPos)
*/
public static boolean canBlockBeReplacedB(World world, BlockPos pos){
return canBlockBeReplaced(world, pos) && !world.getBlockState(pos).getMaterial().isLiquid();
}
/**
* Returns whether the block at the given coordinates is unbreakable in survival mode. In vanilla this is true for
* bedrock and end portal frame, for example.
* This is a shortcut for world.getBlockState(pos).getBlockHardness(world, pos) == -1.0f.
* Not much of a shortcut any more, since block ids have been phased out.
*/
public static boolean isBlockUnbreakable(World world, BlockPos pos){
return world.isAirBlock(new BlockPos(pos)) ? false : world.getBlockState(pos).getBlockHardness(world, pos) == -1.0f;
}
/**
* Finds the nearest floor level to the given y coord within the range specified at the given x and z coords.
* Liquids and other blocks that cannot be built on top of do not count, but stuff like signs does.
* (Technically any block is allowed to be the floor according to the code, but seeing as it searches upwards and
* non-solid blocks usually need a supporting block, the floor is likely to always be solid).
* @param world
* @param x The x coordinate to search in
* @param y The y coordinate to search from
* @param z The z coordinate to search in
* @param range The maximum distance from the given y coordinate to search.
* @return The y coordinate of the closest floor level, or -1 if there is none. Returns the actual level of the floor
* as would be seen in the debug screen when the player is standing on it.
* @see WizardryUtilities#getNearestFloorLevelB(World, BlockPos, int)
*/
public static int getNearestFloorLevel(World world, BlockPos pos, int range){
int yCoord = -2;
for(int i = -range; i <= range; i++){
// The last bit determines whether the block found to be a suitable floor is closer than the previous one found.
if(world.isSideSolid(pos.up(i), EnumFacing.UP) && (world.isAirBlock(pos.up(i+1)) || !world.isSideSolid(pos.up(i+1), EnumFacing.UP))
&& (i < yCoord-pos.getY() || yCoord == -2)){
yCoord = pos.getY() + i;
}
}
return yCoord + 1;
}
/**
* Finds the nearest floor level to the given y coord within the range specified at the given x and z coords.
* Only works if the block above the floor is actually air and the floor is solid or a liquid.
* @param world
* @param x The x coordinate to search in
* @param y The y coordinate to search from
* @param z The z coordinate to search in
* @param range The maximum distance from the given y coordinate to search.
* @return The y coordinate of the closest floor level, or -1 if there is none. Returns the actual level of the floor
* as would be seen in the debug screen when the player is standing on it.
* @see WizardryUtilities#getNearestFloorLevel(World, BlockPos, int)
*/
public static int getNearestFloorLevelB(World world, BlockPos pos, int range){
int yCoord = -2;
for(int i = -range; i <= range; i++){
if(world.isAirBlock(new BlockPos(pos.up(i+1))) && (world.getBlockState(pos.up(i)).getMaterial().isLiquid() || world.isSideSolid(pos.up(i), EnumFacing.UP))
&& (i < yCoord-pos.getY() || yCoord == -2)){
// The last bit determines whether the block found to be a suitable floor is closer than the previous one found.
yCoord = pos.getY() + i;
}
}
return yCoord + 1;
}
/**
* Finds the nearest floor level to the given y coord within the range specified at the given x and z coords.
* Everything that is not air is treated as floor, even stuff that can't be walked on.
* @param world
* @param x The x coordinate to search in
* @param y The y coordinate to search from
* @param z The z coordinate to search in
* @param range The maximum distance from the given y coordinate to search.
* @return The y coordinate of the closest floor level, or -1 if there is none. Returns the actual level of the floor
* as would be seen in the debug screen when the player is standing on it.
* @see WizardryUtilities#getNearestFloorLevel(World, BlockPos, int)
*/
public static int getNearestFloorLevelC(World world, BlockPos pos, int range){
int yCoord = -2;
for(int i = -range; i <= range; i++){
if(world.isAirBlock(new BlockPos(pos.up(i+1))) && (i < yCoord-pos.getY() || yCoord == -2)){
// The last bit determines whether the block found to be a suitable floor is closer than the previous one found.
yCoord = pos.getY() + i;
}
}
return yCoord + 1;
}
/**
* Gets a random position on the ground near the player within the specified horizontal and vertical ranges. Used
* to find a position to spawn entities in summoning spells.
* @param entity The entity around which to search
* @param horizontalRange The maximum number of blocks on the x or z axis the returned position can be from the
* given entity. <i>The number of operations performed by this method is proportional to the square of this
* parameter, so for performance reasons it is recommended that it does not exceed around 10.</i>
* @param verticalRange The maximum number of blocks on the y axis the returned position can be from the given
* entity
* @return A BlockPos with the coordinates of the block directly above the ground at the position found, or null
* if none were found within range. Importantly, since this method checks <i>all possible</i> positions within
* range (i.e. randomness only occurs when deciding between the possible positions), if it returns null once
* then it will always return null given the same circumstances and parameters. What this means is that you can
* (and should) immediately stop trying to cast a summoning spell if this returns null.
*/
@Nullable
public static BlockPos findNearbyFloorSpace(Entity entity, int horizontalRange, int verticalRange){
World world = entity.worldObj;
List<BlockPos> possibleLocations = new ArrayList<BlockPos>();
BlockPos origin = new BlockPos(entity);
for(int x = -horizontalRange; x <= horizontalRange; x++){
for(int z = -horizontalRange; z <= horizontalRange; z++){
int y = WizardryUtilities.getNearestFloorLevel(world, origin.add(x, 0, z), verticalRange);
if(y > -1) possibleLocations.add(new BlockPos(origin.getX() + x, y, origin.getZ() + z));
}
}
if(possibleLocations.isEmpty()){
return null;
}else{
return possibleLocations.get(world.rand.nextInt(possibleLocations.size()));
}
}
/**
* Gets the blockstate of the block the specified entity is standing on. Uses {@link MathHelper#floor_double(double)} because casting to int will not
* return the correct coordinate when x or z is negative.
*/
public static IBlockState getBlockEntityIsStandingOn(Entity entity){
BlockPos pos = new BlockPos(MathHelper.floor_double(entity.posX), (int)entity.getEntityBoundingBox().minY-1, MathHelper.floor_double(entity.posZ));
return entity.worldObj.getBlockState(pos);
}
/**
* Shorthand for {@link WizardryUtilities#getEntitiesWithinRadius(double, double, double, double, World, Class)}
* with EntityLivingBase as the entity type. This is by far the most common use for that method, which is why this
* shorthand exists.
* @param radius The search radius
* @param x The x coordinate to search around
* @param y The y coordinate to search around
* @param z The z coordinate to search around
* @param world The world to search in
*/
public static List<EntityLivingBase> getEntitiesWithinRadius(double radius, double x, double y, double z, World world){
return getEntitiesWithinRadius(radius, x, y, z, world, EntityLivingBase.class);
}
/**
* Returns all entities of the specified type within the specified radius of the given coordinates. This is different to using
* a raw AABB because a raw AABB will search in a cube volume rather than a sphere.
* Note that this does not exclude any entities; if any specific entities are to be excluded this must be
* checked when iterating through the list.
* @see {@link WizardryUtilities#getEntitiesWithinRadius(double, double, double, double, World)}
* @param radius The search radius
* @param x The x coordinate to search around
* @param y The y coordinate to search around
* @param z The z coordinate to search around
* @param world The world to search in
* @param entityType The class of entity to search for; pass in Entity.class for all entities
*/
public static <T extends Entity> List<T> getEntitiesWithinRadius(double radius, double x, double y, double z, World world, Class<T> entityType){
AxisAlignedBB aabb = new AxisAlignedBB(x - radius, y - radius, z - radius, x + radius, y + radius, z + radius);
List<T> entityList = world.getEntitiesWithinAABB(entityType, aabb);
for(int i=0;i<entityList.size();i++){
if(entityList.get(i).getDistance(x, y, z) > radius){
entityList.remove(i);
}
}
return entityList;
}
/**
* Gets an entity from its UUID. Note that you should check this isn't null. If the UUID is known to belong
* to an EntityPlayer, use the more efficient {@link World#getPlayerEntityByUUID(UUID)} instead.
* @param world The world the entity is in
* @param id The entity's UUID
* @return The Entity that has the given UUID, or null if no such entity exists in the specified world.
*/
@Nullable
public static Entity getEntityByUUID(World world, UUID id){
for(Entity entity : world.loadedEntityList){
// This is a perfect example of where you need to use .equals() and not ==. For most applications,
// this was unnoticeable until world reload because the UUID instance or entity instance is stored.
// Fixed now though.
if(entity.getUniqueID().equals(id)){
return entity;
}
}
return null;
}
// No point allowing anything other than players for these methods since other entities can use Entity#playSound.
/** Shortcut for {@link World#playSound(EntityPlayer, double, double, double, SoundEvent, SoundCategory, float, float)}
* where the player is null but the x, y and z coordinates are those of the passed in player. Use in preference to
* {@link EntityPlayer#playSound(SoundEvent, float, float)} if there are client-server discrepancies. */
public static void playSoundAtPlayer(EntityPlayer player, SoundEvent sound, SoundCategory category, float volume, float pitch){
player.worldObj.playSound(null, player.posX, player.posY, player.posZ, sound, category, volume, pitch);
}
/** See {@link WizardryUtilities#playSoundAtPlayer(EntityPlayer, SoundEvent, SoundCategory, float, float)}. Category
* defaults to {@link SoundCategory#PLAYERS}. */
public static void playSoundAtPlayer(EntityPlayer player, SoundEvent sound, float volume, float pitch){
player.worldObj.playSound(null, player.posX, player.posY, player.posZ, sound, SoundCategory.PLAYERS, volume, pitch);
}
/**
* Returns the entity riding the given entity, or null if there is none. Allows for neater code now that
* entities have a list of passengers, because it is necessary to check that the list is not null or empty first.
*/
@Nullable
public static Entity getRider(Entity entity){
return entity.getPassengers() != null && !entity.getPassengers().isEmpty() ? entity.getPassengers().get(0) : null;
}
/**
* Attacks the given entity with the given damage source and amount, but preserving the entity's original velocity
* instead of applying knockback, as would happen with {@link EntityLivingBase#attackEntityFrom(DamageSource, float)}
* <i>(More accurately, calls that method as normal and then resets the entity's velocity to what it was before).</i>
* Handy for when you need to damage an entity repeatedly in a short space of time.
* @param entity The entity to attack
* @param source The source of the damage
* @param amount The amount of damage to apply
* @return True if the attack succeeded, false if not.
*/
public static boolean attackEntityWithoutKnockback(Entity entity, DamageSource source, float amount){
double vx = entity.motionX; double vy = entity.motionY; double vz = entity.motionZ;
boolean succeeded = entity.attackEntityFrom(source, amount);
entity.motionX = vx; entity.motionY = vy; entity.motionZ = vz;
return succeeded;
}
/**
* Applies the standard (non-enchanted) amount of knockback to the given target, using the same calculation as
* {@link EntityLivingBase#attackEntityFrom(DamageSource, float)}. Use in conjunction with
* {@link WizardryUtilities#attackEntityWithoutKnockback(Entity, DamageSource, float)} to change the source of
* knockback for an attack.
* @param attacker The entity that caused the knockback; the target will be pushed away from this entity.
* @param target The entity to be knocked back.
*/
public static void applyStandardKnockback(Entity attacker, EntityLivingBase target){
double dx = attacker.posX - target.posX;
double dz;
for(dz = attacker.posZ - target.posZ; dx * dx + dz * dz < 1.0E-4D; dz = (Math.random() - Math.random()) * 0.01D){
dx = (Math.random() - Math.random()) * 0.01D;
}
// The first argument is never used.
target.knockBack(null, 0.4f, dx, dz);
}
// Just what benefit does having posY be the eye position on the first person client actually give?
/**
* Gets the y coordinate of the given player's eyes. This is to cover an inconsistency between the value of
* EntityPlayer.posY on the first person client and everywhere else; in first person (i.e. when
* Minecraft.getMinecraft().thePlayer == player) player.posY is the eye position, but everywhere else it is the
* feet position. This is intended for use when spawning particles, since this is the only situation where the
* discrepancy is likely to matter.
* <p>
* As of Wizardry 1.2, this is just a shorthand for:<p>
* <code><center>player.getEntityBoundingBox().minY + player.getEyeHeight()</code></center>
*/
public static double getPlayerEyesPos(EntityPlayer player){
return player.getEntityBoundingBox().minY + player.getEyeHeight();
}
/** Returns a list of the itemstacks in the given player's hotbar. Defined here for convenience and to
* centralise the (unfortunately unavoidable) use of hardcoded numbers to reference the inventory slots. The
* returned list is a modifiable copy of part of the player's inventory stack list; as such, changes to the list
* are <b>not</b> written through to the player's inventory. However, the ItemStack instances themselves are not
* copied, so changes to any of their fields (size, metadata...) will change those in the player's inventory.
* @since Wizardry 1.2 */
public static List<ItemStack> getHotbar(EntityPlayer player){
return new ArrayList<ItemStack>(Arrays.asList(player.inventory.mainInventory).subList(0, 9));
}
/** Returns a list of the itemstacks in the given player's hotbar and offhand, sorted into the following order:
* main hand, offhand, rest of hotbar left-to-right. The returned list is a modifiable copy of part of the player's
* inventory stack list; as such, changes to the list are <b>not</b> written through to the player's inventory.
* However, the ItemStack instances themselves are not copied, so changes to any of their fields (size, metadata...)
* will change those in the player's inventory.
* @since Wizardry 1.2 */
public static List<ItemStack> getPrioritisedHotbarAndOffhand(EntityPlayer player){
List<ItemStack> hotbar = WizardryUtilities.getHotbar(player);
// Adds the offhand item to the beginning of the list so it is processed before the hotbar
hotbar.add(0, player.getHeldItemOffhand());
// Moves the item in the main hand to the beginning of the list so it is processed first
hotbar.remove(player.getHeldItemMainhand());
hotbar.add(0, player.getHeldItemMainhand());
return hotbar;
}
/** Tests whether the specified player has any of the specified item in their entire inventory, including armour
* slots and offhand. */
public static boolean doesPlayerHaveItem(EntityPlayer player, Item item){
for(ItemStack stack : player.inventory.mainInventory){
if(stack != null && stack.getItem() == item){
return true;
}
}
for(ItemStack stack : player.inventory.armorInventory){
if(stack != null && stack.getItem() == item){
return true;
}
}
for(ItemStack stack : player.inventory.offHandInventory){
if(stack != null && stack.getItem() == item){
return true;
}
}
return false;
}
/** Checks if the given player is opped on the given server. If the server is a singleplayer or LAN server, this
* means they have cheats enabled. */
public static boolean isPlayerOp(EntityPlayer player, MinecraftServer server){
return server.getPlayerList().getOppedPlayers().getEntry(player.getGameProfile()) != null;
}
/** Turns the given creeper into a charged creeper. In 1.10, this requires reflection since the DataManager keys
* are private. (You <i>could</i> call {@link EntityCreeper#onStruckByLightning(...)} and then heal it and
* extinguish it, but that's a bit awkward.) */
public static void chargeCreeper(EntityCreeper creeper){
creeper.getDataManager().set(POWERED, true);
}
// SECTION Raytracing
// ===============================================================================================================
/**
* Does a block ray trace (NOT entities) from an entity's eyes (i.e. properly...)
*/
@Nullable
public static RayTraceResult rayTrace(double range, World world, EntityLivingBase entity, boolean hitLiquids){
Vec3d start = new Vec3d(entity.posX, entity.getEntityBoundingBox().minY + entity.getEyeHeight(), entity.posZ);
Vec3d look = entity.getLookVec();
Vec3d end = start.addVector(look.xCoord * range, look.yCoord * range, look.zCoord * range);
return world.rayTraceBlocks(start, end, hitLiquids);
}
/**
* Helper method which does a rayTrace for entities from an entity's eye level in the direction they are looking
* with a specified range, using the tracePath method. Tidies up the code a bit. Border size defaults to 1.
*
* @param world
* @param entity
* @param range
* @return
*/
@Nullable
public static RayTraceResult standardEntityRayTrace(World world, EntityLivingBase entity, double range){
double dx = entity.getLookVec().xCoord * range;
double dy = entity.getLookVec().yCoord * range;
double dz = entity.getLookVec().zCoord * range;
HashSet<Entity> hashset = new HashSet<Entity>(1);
hashset.add(entity);
return WizardryUtilities.tracePath(world, (float)entity.posX, (float)(entity.getEntityBoundingBox().minY + entity.getEyeHeight()), (float)entity.posZ, (float)(entity.posX + dx), (float)(entity.posY + entity.getEyeHeight() + dy), (float)(entity.posZ + dz), 1.0f, hashset, false);
}
/**
* Helper method which does a rayTrace for entities from a entity's eye level in the direction they are looking
* with a specified range and radius, using the tracePath method. Tidies up the code a bit.
*
* @param world
* @param entity
* @param range
* @param borderSize
* @return
*/
@Nullable
public static RayTraceResult standardEntityRayTrace(World world, EntityLivingBase entity, double range, float borderSize){
double dx = entity.getLookVec().xCoord * range;
double dy = entity.getLookVec().yCoord * range;
double dz = entity.getLookVec().zCoord * range;
HashSet<Entity> hashset = new HashSet<Entity>(1);
hashset.add(entity);
return WizardryUtilities.tracePath(world, (float)entity.posX, (float)(entity.getEntityBoundingBox().minY + entity.getEyeHeight()), (float)entity.posZ, (float)(entity.posX + dx), (float)(entity.posY + entity.getEyeHeight() + dy), (float)(entity.posZ + dz), borderSize, hashset, false);
}
/**
* Method for ray tracing entities (the useless default method doesn't work, despite EnumHitType having an ENTITY field...)
* You can also use this for seeking.
*
* @param world
* @param x startX
* @param y startY
* @param z startZ
* @param tx endX
* @param ty endY
* @param tz endZ
* @param borderSize extra area to examine around line for entities
* @param excluded any excluded entities (the player, etc)
* @return a RayTraceResult of either the block hit (no entity hit), the entity hit (hit an entity), or null for nothing hit
*/
@Nullable
public static RayTraceResult tracePath(World world, float x, float y, float z, float tx, float ty, float tz, float borderSize, HashSet<Entity> excluded, boolean collideablesOnly){
Vec3d startVec = new Vec3d(x, y, z);
//Vec3d lookVec = new Vec3d(tx-x, ty-y, tz-z);
Vec3d endVec = new Vec3d(tx, ty, tz);
float minX = x < tx ? x : tx;
float minY = y < ty ? y : ty;
float minZ = z < tz ? z : tz;
float maxX = x > tx ? x : tx;
float maxY = y > ty ? y : ty;
float maxZ = z > tz ? z : tz;
AxisAlignedBB bb = new AxisAlignedBB(minX, minY, minZ, maxX, maxY, maxZ).expand(borderSize, borderSize, borderSize);
List<Entity> allEntities = world.getEntitiesWithinAABBExcludingEntity(null, bb);
RayTraceResult blockHit = world.rayTraceBlocks(startVec, endVec);
startVec = new Vec3d(x, y, z);
endVec = new Vec3d(tx, ty, tz);
float maxDistance = (float) endVec.distanceTo(startVec);
if(blockHit!=null)
{
maxDistance = (float) blockHit.hitVec.distanceTo(startVec);
}
Entity closestHitEntity = null;
float closestHit = maxDistance;
float currentHit = 0.f;
AxisAlignedBB entityBb;// = ent.getBoundingBox();
RayTraceResult intercept;
for(Entity ent : allEntities)
{
if((ent.canBeCollidedWith() || !collideablesOnly) && ((excluded != null && !excluded.contains(ent)) || excluded == null))
{
float entBorder = ent.getCollisionBorderSize();
entityBb = ent.getEntityBoundingBox();
if(entityBb!=null)
{
entityBb = entityBb.expand(entBorder, entBorder, entBorder);
intercept = entityBb.calculateIntercept(startVec, endVec);
if(intercept!=null)
{
currentHit = (float) intercept.hitVec.distanceTo(startVec);
if(currentHit < closestHit || currentHit==0)
{
closestHit = currentHit;
closestHitEntity = ent;
}
}
}
}
}
if(closestHitEntity!=null)
{
blockHit = new RayTraceResult(closestHitEntity);
}
return blockHit;
}
// SECTION Rendering and GUIs
// ===============================================================================================================
// Doesn't seem right to put this in the proxies since it should only ever be called from client-side code, and I'm
// not about to make a whole separate utilities class just for one method. Fully qualified names it is!
/**
* <b>[Client-side only]</b> Draws a textured rectangle, taking the size of the image and the bit needed into
* account, unlike {@link net.minecraft.client.gui.Gui#drawTexturedModalRect(int, int, int, int, int, int)
* Gui.drawTexturedModalRect(int, int, int, int, int, int)}, which is harcoded for only 256x256 textures. Also
* handy for custom potion icons.
* @param x The x position of the rectangle
* @param y The y position of the rectangle
* @param u The x position of the top left corner of the section of the image wanted
* @param v The y position of the top left corner of the section of the image wanted
* @param width The width of the section
* @param height The height of the section
* @param textureWidth The width of the actual image.
* @param textureHeight The height of the actual image.
*/
@SideOnly(Side.CLIENT)
public static void drawTexturedRect(int x, int y, int u, int v, int width, int height, int textureWidth, int textureHeight){
float f = 1F / (float)textureWidth;
float f1 = 1F / (float)textureHeight;
// Essentially the same as getting the tessellator. For most code, you'll want the tessellator AND the vertexbuffer
// stored in local variables.
net.minecraft.client.renderer.VertexBuffer buffer = net.minecraft.client.renderer.Tessellator.getInstance().getBuffer();
// Equivalent of tessellator.startDrawingQuads()
buffer.begin(org.lwjgl.opengl.GL11.GL_QUADS, net.minecraft.client.renderer.vertex.DefaultVertexFormats.POSITION_TEX);
// Equivalent of tessellator.addVertex()
buffer.pos((double)(x), (double)(y + height), 0).tex((double)((float)(u) * f), (double)((float)(v + height) * f1)).endVertex();
buffer.pos((double)(x + width), (double)(y + height), 0).tex((double)((float)(u + width) * f), (double)((float)(v + height) * f1)).endVertex();
buffer.pos((double)(x + width), (double)(y), 0).tex((double)((float)(u + width) * f), (double)((float)(v) * f1)).endVertex();
buffer.pos((double)(x), (double)(y), 0).tex((double)((float)(u) * f), (double)((float)(v) * f1)).endVertex();
// Exactly the same as before.
net.minecraft.client.renderer.Tessellator.getInstance().draw();
}
/** Shorthand for {@link WizardryUtilities#drawTexturedRect(int, int, int, int, int, int, int, int)} which draws
* the entire texture (u and v are set to 0 and textureWidth and textureHeight are the same as width and height). */
@SideOnly(Side.CLIENT)
public static void drawTexturedRect(int x, int y, int width, int height){
drawTexturedRect(x, y, 0, 0, width, height, width, height);
}
// SECTION NBT and Data Storage
// ===============================================================================================================
/**
* Verifies that the given string is a valid string representation of a UUID. More specifically, returns true if and
* only if the given string is not null and matches the regular expression:<p>
* <center><code>/^[0-9a-fA-F]{8}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{12}$/<p></code></center>
* which is the regex equivalent of the standard string representation of a UUID as described in {@link UUID#toString()}.
* This method is intended to be used as a check to prevent an {@link IllegalArgumentException} from occurring when
* calling {@link UUID#fromString(String)}.
* @param string The string to be checked
* @return Whether the given string is a valid string representation of a UUID
* @deprecated UUIDs can now be stored in NBT directly; use that in preference to storing them as strings.
*/
@Deprecated
public static boolean verifyUUIDString(String string){
return string != null && string.matches("/^[0-9a-fA-F]{8}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{4}-[0-9a-fA-F]{12}$/");
}
/** Generic method that stores any Map to an NBTTagList, given two functions that convert the key and value
* types in that map to subclasses of NBTBase. For what it's worth, there is very little point in using this unless
* you can use something more concise than an anonymous class to do the conversion. A lambda expression, or better,
* a method reference, would fit nicely. For example, take ExtendedPlayer's use of this to store conjured item
* durations:
* <p>
* <code>properties.setTag("conjuredItems", WizardryUtilities.mapToNBT(this.conjuredItemDurations,
* item -> new NBTTagInt(Item.getIdFromItem((Item)item)), NBTTagInt::new));</code>
* <p>
* This is a lot nicer than simply iterating through the map, because for that you need to use the entry list,
* which introduces local variables that aren't really necessary. Notice that, since the values V in the map are
* simply Integer objects, a simple constructor reference to NBTTagInt::new can be used instead of a lambda
* expression (the Integer is auto-unboxed to int).
*
* @param <K> The type of key stored in the given Map.
* @param <V> The type of value stored in the given Map.
* @param <L> The subtype of NBTBase that the keys (of type K) will be converted to.
* @param <W> The subtype of NBTBase that the values (of type V) will be converted to.
* @param map The Map to be stored.
* @param keyFunction A Function that converts the keys in the map to NBT objects that can be stored.
* @param valueFunction A Function that converts the values in the map to NBT objects that can be stored.
* @param keyTagName The tag name to use for the key tags.
* @param valueTagName The tag name to use for the value tags.
* @return An NBTTagList that represents the given Map.
*/
public static <K, V, L extends NBTBase, W extends NBTBase> NBTTagList mapToNBT(Map<K, V> map, Function<K, L> keyFunction, Function<V, W> valueFunction, String keyTagName, String valueTagName){
NBTTagList tagList = new NBTTagList();
for(Entry<K, V> entry : map.entrySet()){
NBTTagCompound mapping = new NBTTagCompound();
mapping.setTag(keyTagName, keyFunction.apply(entry.getKey()));
mapping.setTag(valueTagName, valueFunction.apply(entry.getValue()));
tagList.appendTag(mapping);
}
return tagList;
}
/** See {@link WizardryUtilities#mapToNBT(Map, Function, Function, String, String)}; this version is for when the
* names of the individual key/value tags are unimportant (they default to "key" and "value" respectively). */
public static <K, V, L extends NBTBase, W extends NBTBase> NBTTagList mapToNBT(Map<K, V> map, Function<K, L> keyFunction, Function<V, W> valueFunction){
return mapToNBT(map, keyFunction, valueFunction, "key", "value");
}
/** Generic method that reads a Map from an NBTTagList, given two functions that convert the key and value tag types
* into the key and value types in the returned map. The given NBTTagList remains unchanged after calling this method.
*
* @param <K> The type of key stored in the returned Map.
* @param <V> The type of value stored in the returned Map.
* @param <L> The subtype of NBTBase that the keys are stored as.
* @param <W> The subtype of NBTBase that the values are stored as.
* @param tagList The NBTTagList to be converted. This <b>must</b> be a list of compound tags.
* @param keyFunction A Function that converts the generic NBTBase tags in the list to keys of type K for the map.
* @param valueFunction A Function that converts the generic NBTBase tags in the list to values of type V for the map.
* @param keyTagName The tag name used for the key tags.
* @param valueTagName The tag name used for the value tags.
* @return A Map containing the keys and values stored in the given NBTTagList. Can be empty, but not null.
* @throws ClassCastException If the tags are not of the expected type.
* @see WizardryUtilities#mapToNBT(Map, Function, Function, String, String)
*/
@SuppressWarnings("unchecked") // Intentional, because throwing an exception is appropriate here.
public static <K, V, L extends NBTBase, W extends NBTBase> Map<K, V> NBTToMap(NBTTagList tagList, Function<L, K> keyFunction, Function<W, V> valueFunction, String keyTagName, String valueTagName){
Map<K, V> map = new HashMap<K, V>();
for(int i=0; i<tagList.tagCount(); i++){
NBTTagCompound mapping = tagList.getCompoundTagAt(i);
NBTBase keyTag = mapping.getTag(keyTagName);
NBTBase valueTag = mapping.getTag(valueTagName);
K key = null;
try { key = keyFunction.apply((L)keyTag); } catch (ClassCastException e) {
Wizardry.logger.error("Error when reading map from NBT: unexpected tag type " + NBTBase.NBT_TYPES[keyTag.getId()], e);
}
V value = null;
try { value = valueFunction.apply((W)valueTag); } catch (ClassCastException e) {
Wizardry.logger.error("Error when reading map from NBT: unexpected tag type " + NBTBase.NBT_TYPES[valueTag.getId()], e);
}
map.put(key, value);
}
return map;
}
/** See {@link WizardryUtilities#NBTToMap(NBTTagList, Function, Function, String, String)}; this version is for when
* the names of the individual key/value tags are unimportant (they default to "key" and "value" respectively). */
public static <K, V, L extends NBTBase, W extends NBTBase> Map<K, V> NBTToMap(NBTTagList tagList, Function<L, K> keyFunction, Function<W, V> valueFunction){
return NBTToMap(tagList, keyFunction, valueFunction, "key", "value");
}
/** Generic method that stores any Collection to an NBTTagList, given a function that converts the elements in
* that collection to subclasses of NBTBase. For what it's worth, there is very little point in using this unless
* you can use something more concise than an anonymous class to do the conversion. A lambda expression, or better,
* a method reference, would fit nicely.
*
* @param <E> The type of element stored in the given Collection.
* @param <T> The NBT tag type that the elements will be converted to.
* @param list The Collection to be stored.
* @param function A Function that converts the elements in the collection to NBT objects that can be stored.
* @return An NBTTagList that represents the given Collection.
*/
public static <E, T extends NBTBase> NBTTagList listToNBT(Collection<E> list, Function<E, T> function){
NBTTagList tagList = new NBTTagList();
// If the collection is ordered, it will preserve the order, even though we don't know what type it is yet.
for(E element : list){
tagList.appendTag(function.apply(element));
}
return tagList;
}
/** Generic method that reads a Collection from an NBTTagList, given a function that converts the element tag
* types to the element types in the returned collection. The given NBTTagList remains unchanged after calling this
* method. Unless the target variable for this method is of type Collection<E>, you will need to create a new
* collection containing the elements in the returned collection via that collection's constructor (e.g. {@code new
* HashSet<E>(collection)}). <i>Although this method returns a Collection rather than any of its subtypes, it
* uses an ArrayList internally to guarantee the order of the elements in the returned collection is the same
* as the order in which they were stored. As such, you may safely cast to List should you wish.</i>
*
* @param <E> The type of element stored in the returned Collection.
* @param <T> The subtype of NBTBase that the elements are stored as.
* @param tagList The NBTTagList to be converted.
* @param function A Function that converts the generic NBTBase tags in the list to elements for the collection.
* Chances are you will need to cast the NBTBase tag to whichever NBT tag type you are expecting in order to
* access the appropriate getter method.
* @return A Collection containing the elements stored in the given NBTTagList. Can be empty, but not null.
* @throws ClassCastException If the tags are not of the expected type.
*/
@SuppressWarnings("unchecked") // Intentional, because throwing an exception is appropriate here.
public static <E, T extends NBTBase> Collection<E> NBTToList(NBTTagList tagList, Function<T, E> function){
// Uses an ArrayList to guarantee iteration order, and also to permit duplicate elements (which are
// perfectly reasonable in this context).
Collection<E> list = new ArrayList<E>();
// The original tag list should remain unchanged, hence the copy.
NBTTagList tagList2 = (NBTTagList) tagList.copy();
while(!tagList2.hasNoTags()){
NBTBase tag = tagList2.removeTag(0);
// Why oh why is NBTTagList not parametrised? It even has a tagType field, so it must know!
try { list.add(function.apply((T)tag)); } catch (ClassCastException e){
Wizardry.logger.error("Error when reading list from NBT: unexpected tag type " + NBTBase.NBT_TYPES[tag.getId()], e);
}
}
return list;
}
// TODO: Backport: It has recently become apparent that storing UUIDs as strings is not good practice, so backport these two
// methods to 1.7.10 and replace tag.setUniqueId and tag.getUniqueId with their respective contents from 1.10.2.
/** Returns an NBTTagCompound which contains only the given UUID, stored using
* {@link NBTTagCompound#setUniqueId(String, UUID)}. Allows for neater storage to NBTTagLists. */
public static NBTTagCompound UUIDtoTagCompound(UUID id){
NBTTagCompound tag = new NBTTagCompound();
tag.setUniqueId("uuid", id);
return tag;
}
/** Wrapper for {@link NBTTagCompound#getUniqueId(String)} which converts an NBTTagCompound directly to a UUID.
* Intended to be used as the inverse of {@link WizardryUtilities#UUIDtoTagCompound(UUID)}.*/
public static UUID tagCompoundToUUID(NBTTagCompound tag){
return tag.getUniqueId("uuid");
}
// SECTION Ally Designation System
// ===============================================================================================================
/**
* Returns whether the given target can be attacked by the given attacker. It is up to the caller of this method
* to work out what this means; it doesn't necessarily mean the target is completely immune (for example, revenge
* targeting might reasonably bypass this). This method is intended for use where the damage is indirect and/or
* unavoidable; direct attacks should not check this method. Currently this means the following situations check
* this method:
* <p>
* - AI targeting for summoned creatures<br>
* - AI targeting for mind-controlled creatures<br>
* - Constructs with an area of effect<br>
* - Instantaneous spells with an area of effect around the caster (e.g. forest's curse, thunderstorm)<br>
* - Any lightning chaining effects<br>
* - Any projectiles which seek targets
* <p>
* Also note that the friendly fire option is dealt with
* in the event handler. This method acts as a sort of wrapper for all the ADS stuff in {@link WizardData}; more
* details about the ally designation system can be found there.
*
* @param attacker The entity that cast the spell originally
* @param target The entity being attacked
*
* @return False under any of the following circumstances, true otherwise:
* <p>
* - Either entity is null
* <p>
* - The target is the attacker (this isn't as stupid as it sounds - anything with an AoE might cause this to be
* true, as can summoned creatures)
* <p>
* - The target and the attacker are both players and the target is an ally of the attacker (but the
* attacker need not be an ally of the target)
* <p>
* - The target is a creature that was summoned/controlled by the attacker or by an ally of the attacker.
*/
public static boolean isValidTarget(Entity attacker, Entity target){
if(attacker == null || target == null) return false;
// Tests whether the target is the attacker
if(target == attacker) return false;
// Tests whether the target is a creature that was summoned by the attacker
if(target instanceof ISummonedCreature && ((ISummonedCreature)target).getCaster() == attacker){
return false;
}
// Tests whether the target is a creature that was mind controlled by the attacker
if(target instanceof EntityLiving && ((EntityLivingBase)target).isPotionActive(WizardryPotions.mind_control)){
NBTTagCompound entityNBT = target.getEntityData();
if(entityNBT != null && entityNBT.hasKey(MindControl.NBT_KEY)){
if(attacker == WizardryUtilities.getEntityByUUID(target.worldObj, entityNBT.getUniqueId(MindControl.NBT_KEY))){
return false;
}
}
}
// Ally section
if(attacker instanceof EntityPlayer && WizardData.get((EntityPlayer)attacker) != null){
if(target instanceof EntityPlayer){
// Tests whether the target is an ally of the attacker
if(WizardData.get((EntityPlayer)attacker).isPlayerAlly((EntityPlayer)target)){
return false;
}
}else if(target instanceof ISummonedCreature){
// Tests whether the target is a creature that was summoned by an ally of the attacker
if(((ISummonedCreature)target).getCaster() instanceof EntityPlayer
&& WizardData.get((EntityPlayer)attacker).isPlayerAlly((EntityPlayer)((ISummonedCreature)target).getCaster())){
return false;
}
}else if(target instanceof EntityLiving && ((EntityLivingBase)target).isPotionActive(WizardryPotions.mind_control)){
// Tests whether the target is a creature that was mind controlled by an ally of the attacker
NBTTagCompound entityNBT = target.getEntityData();
if(entityNBT != null && entityNBT.hasKey(MindControl.NBT_KEY)){
Entity controller = WizardryUtilities.getEntityByUUID(target.worldObj, entityNBT.getUniqueId(MindControl.NBT_KEY));
if(controller instanceof EntityPlayer && WizardData.get((EntityPlayer)attacker).isPlayerAlly((EntityPlayer)controller)){
return false;
}
}
}
}
return true;
}
/** Helper method for testing if the second player is an ally of the first player. Makes the code neater. */
public static boolean isPlayerAlly(EntityPlayer allyOf, EntityPlayer possibleAlly) {
WizardData properties = WizardData.get(allyOf);
if(properties != null && properties.isPlayerAlly(possibleAlly)) return true;
return false;
}
// SECTION Loot and Weighting
// ===============================================================================================================
/**
* See {@link WizardryUtilities#getStandardWeightedRandomSpellId(Random, boolean)}. nonContinuous defaults to false.
*/
public static int getStandardWeightedRandomSpellId(Random random){
return getStandardWeightedRandomSpellId(random, false);
}
/**
* Helper method which gets a spell id according to the standard weighting. The tier is a weighted random value;
* the actual spell within that tier is completely random. Will not return the id of a spell which has been
* disabled in the config. This is for simple stuff like chests and drops; more complex generators like wizard
* trades don't use this method.
* <p>
* For reference, the standard weighting is as follows:
* Basic: 60%, Apprentice: 25%, Advanced: 10%, Master: 5%
*
* @param random An instance of {@link Random} to use for RNG
* @param nonContinuous Whether the spells must be non-continuous (used for scrolls)
* @return A random spell id number
*/
public static int getStandardWeightedRandomSpellId(Random random, boolean nonContinuous){
Tier tier = Tier.getWeightedRandomTier(random);
List<Spell> spells = Spell.getSpells(new Spell.TierElementFilter(tier, null));
if(nonContinuous) spells.retainAll(Spell.getSpells(Spell.nonContinuousSpells));
// Ensures the tier chosen actually has spells in it, and if not uses BASIC instead.
if(spells.isEmpty()){
spells = Spell.getSpells(new Spell.TierElementFilter(Tier.BASIC, null));
if(nonContinuous) spells.retainAll(Spell.getSpells(Spell.nonContinuousSpells));
}
// Finds a random spell in the list and returns its id.
return spells.get(random.nextInt(spells.size())).id();
}
// TODO: These methods need a rethink. What are we trying to achieve with them? Should each use case look in the same
// pool of items? For example, might we (or someone else) want to have a wand which can generate in chests, but is
// not used by wizards?
// I reckon this should be strictly for cases where we only ever want the standard wand set, i.e. wizards' gear, etc.
/**
* Helper method to return the appropriate armour item based on element and slot. As of Wizardry 2.1, this uses
* the immutable map stored in {@link WizardryItems#ARMOUR_MAP}.
* Currently used to iterate through armour for registering charging recipes and for chest generation.
* @param element The EnumElement of the armour required. Null will be converted to {@link Element#MAGIC}.
* @param slot EntityEquipmentSlot of the armour piece required
* @return The armour item which corresponds to the given element and slot, or null if no such item exists.
* @throws IllegalArgumentException if the given slot is not an armour slot.
*/
public static Item getArmour(Element element, EntityEquipmentSlot slot){
if(slot == null || slot.getSlotType() != Type.ARMOR) throw new IllegalArgumentException("Must be a valid armour slot");
if(element == null) element = Element.MAGIC;
return WizardryItems.ARMOUR_MAP.get(ImmutablePair.of(slot, element));
}
/**
* Helper method to return the appropriate wand based on tier and element.As of Wizardry 2.1, this uses
* the immutable map stored in {@link WizardryItems#WAND_MAP}.
* Currently used in the packet handler for upgrading wands, for chest generation and to iterate through
* wands for charging recipes.
* @param tier The tier of the wand required.
* @param element The element of the wand required. Null will be converted to {@link Element#MAGIC}.
* @return The wand item which corresponds to the given element and slot, or null if no such item exists.
* @throws NullPointerException if the given tier is null.
*/
public static Item getWand(Tier tier, Element element){
if(tier == null) throw new NullPointerException("The given tier cannot be null.");
return WizardryItems.WAND_MAP.get(ImmutablePair.of(tier, element));
}
}