That's one heck of a commit you've got there...

I may have got a bit behind with version control. A lot behind, in fact. Maybe I'll go back and split this sometime - then again, I probably won't. But hey, at least it's here!
This commit is contained in:
Electroblob77
2019-08-18 00:04:18 +01:00
parent 2680d02304
commit f37812be3e
1564 changed files with 47652 additions and 12984 deletions
@@ -1,10 +1,6 @@
package electroblob.wizardry.spell;
import electroblob.wizardry.constants.Element;
import electroblob.wizardry.constants.SpellType;
import electroblob.wizardry.constants.Tier;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.registry.WizardrySounds;
import electroblob.wizardry.util.MagicDamage;
import electroblob.wizardry.util.MagicDamage.DamageType;
import electroblob.wizardry.util.ParticleBuilder;
@@ -12,55 +8,45 @@ import electroblob.wizardry.util.ParticleBuilder.Type;
import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.init.SoundEvents;
import net.minecraft.item.EnumAction;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.SoundEvent;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
import net.minecraft.util.text.TextComponentTranslation;
import net.minecraft.world.World;
public class FlameRay extends SpellRay {
private static final float BASE_DAMAGE = 3;
/** The base duration for which entities are set on fire by this spell. */
private static final int BASE_DURATION = 10;
public FlameRay(){
super("flame_ray", Tier.APPRENTICE, Element.FIRE, SpellType.ATTACK, 5, 0, true, 10, null);
super("flame_ray", true, EnumAction.NONE);
this.particleVelocity(1);
this.particleSpacing(0.5);
addProperties(DAMAGE, BURN_DURATION);
this.soundValues(1.5f, 1, 0);
}
// The following three methods serve as a good example of how to implement continuous spell sounds (hint: it's easy)
@Override
protected SoundEvent[] createSounds(){
return this.createContinuousSpellSounds();
}
@Override
public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
// TODO: Temporary solution until I implement a better continuous sound system
boolean flag = super.cast(world, caster, hand, ticksInUse, modifiers);
if(flag){
if(ticksInUse % 16 == 0){
if(ticksInUse == 0) WizardryUtilities.playSoundAtPlayer(caster, SoundEvents.ENTITY_BLAZE_SHOOT, 1, 1);
WizardryUtilities.playSoundAtPlayer(caster, WizardrySounds.SPELL_LOOP_FIRE, 0.5f, 1.0f);
}
}
return flag;
protected void playSound(World world, EntityLivingBase entity, int ticksInUse, int duration, SpellModifiers modifiers, String... sounds){
this.playSoundLoop(world, entity, ticksInUse);
}
@Override
public boolean cast(World world, EntityLiving caster, EnumHand hand, int ticksInUse, EntityLivingBase target, SpellModifiers modifiers){
boolean flag = super.cast(world, caster, hand, ticksInUse, target, modifiers);
if(flag){
if(ticksInUse % 16 == 0){
if(ticksInUse == 0) caster.playSound(SoundEvents.ENTITY_BLAZE_SHOOT, 1, 1);
caster.playSound(WizardrySounds.SPELL_LOOP_FIRE, 0.5f, 1.0f);
}
}
return flag;
protected void playSound(World world, double x, double y, double z, int ticksInUse, int duration, SpellModifiers modifiers, String... sounds){
this.playSoundLoop(world, x, y, z, ticksInUse, duration);
}
@Override
protected boolean onEntityHit(World world, Entity target, EntityLivingBase caster, int ticksInUse, SpellModifiers modifiers){
protected boolean onEntityHit(World world, Entity target, Vec3d hit, EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers){
// Fire can damage armour stands
if(target instanceof EntityLivingBase){
@@ -68,33 +54,33 @@ public class FlameRay extends SpellRay {
if(!world.isRemote && ticksInUse == 1 && caster instanceof EntityPlayer) ((EntityPlayer)caster)
.sendStatusMessage(new TextComponentTranslation("spell.resist", target.getName(),
this.getNameForTranslationFormatted()), true);
}else{
target.setFire((int)(BASE_DURATION * modifiers.get(WizardryItems.duration_upgrade)));
// This now only damages in line with the maxHurtResistantTime. Some mods don't play nicely and fiddle
// with this mechanic for their own purposes, so this line makes sure that doesn't affect wizardry.
}else if(ticksInUse % ((EntityLivingBase)target).maxHurtResistantTime == 1){
target.setFire((int)(getProperty(BURN_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade)));
WizardryUtilities.attackEntityWithoutKnockback(target,
MagicDamage.causeDirectMagicDamage(caster, DamageType.FIRE),
BASE_DAMAGE * modifiers.get(SpellModifiers.POTENCY));
getProperty(DAMAGE).floatValue() * modifiers.get(SpellModifiers.POTENCY));
}
return true;
}
return true;
}
@Override
protected boolean onBlockHit(World world, BlockPos pos, EnumFacing side, Vec3d hit, EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers){
return false;
}
@Override
protected boolean onBlockHit(World world, BlockPos pos, EnumFacing side, EntityLivingBase caster, int ticksInUse, SpellModifiers modifiers){
return false;
}
@Override
protected boolean onMiss(World world, EntityLivingBase caster, int ticksInUse, SpellModifiers modifiers){
protected boolean onMiss(World world, EntityLivingBase caster, Vec3d origin, Vec3d direction, int ticksInUse, SpellModifiers modifiers){
return true;
}
@Override
protected void spawnParticle(World world, double x, double y, double z, double vx, double vy, double vz){
ParticleBuilder.create(Type.MAGIC_FIRE).pos(x, y, z).vel(vx, vy, vz).spawn(world);
ParticleBuilder.create(Type.MAGIC_FIRE).pos(x, y, z).vel(vx, vy, vz).spawn(world);
ParticleBuilder.create(Type.MAGIC_FIRE).pos(x, y, z).vel(vx, vy, vz).collide(true).spawn(world);
ParticleBuilder.create(Type.MAGIC_FIRE).pos(x, y, z).vel(vx, vy, vz).collide(true).spawn(world);
}
}