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
@@ -0,0 +1,123 @@
package electroblob.wizardry.spell;
import electroblob.wizardry.registry.Spells;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.registry.WizardryPotions;
import electroblob.wizardry.util.MagicDamage;
import electroblob.wizardry.util.MagicDamage.DamageType;
import electroblob.wizardry.util.ParticleBuilder;
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.item.EnumAction;
import net.minecraft.potion.PotionEffect;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
import net.minecraft.util.text.TextComponentTranslation;
import net.minecraft.world.World;
import net.minecraftforge.event.entity.living.LivingEvent.LivingUpdateEvent;
import net.minecraftforge.event.entity.living.LivingHurtEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
@Mod.EventBusSubscriber
public class Paralysis extends SpellRay {
/** Creatures with this much health or less will snap out of paralysis - but only when they take damage, so a
* creature on critical health may still be paralysed, but if it takes any damage at all the paralysis effect
* will end. */
private static final String CRITICAL_HEALTH = "critical_health";
public Paralysis(){
super("paralysis", false, EnumAction.NONE);
addProperties(DAMAGE, EFFECT_DURATION, CRITICAL_HEALTH);
}
@Override
protected boolean onEntityHit(World world, Entity target, Vec3d hit, EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers){
if(WizardryUtilities.isLiving(target)){
if(world.isRemote){
// Rather neatly, the entity can be set here and if it's null nothing will happen.
ParticleBuilder.create(Type.BEAM).entity(caster).clr(0.2f, 0.6f, 1)
.pos(caster != null ? origin.subtract(caster.getPositionVector()) : origin).target(target).spawn(world);
ParticleBuilder.create(Type.LIGHTNING).entity(caster)
.pos(caster != null ? origin.subtract(caster.getPositionVector()) : origin).target(target).spawn(world);
}
// This is a lot neater than it was, thanks to the damage type system.
if(MagicDamage.isEntityImmune(DamageType.SHOCK, target)){
if(!world.isRemote && caster instanceof EntityPlayer) ((EntityPlayer)caster).sendStatusMessage(
new TextComponentTranslation("spell.resist",
target.getName(), this.getNameForTranslationFormatted()), true);
}else{
target.attackEntityFrom(MagicDamage.causeDirectMagicDamage(caster, DamageType.SHOCK),
getProperty(DAMAGE).floatValue() * modifiers.get(SpellModifiers.POTENCY));
}
((EntityLivingBase)target).addPotionEffect(new PotionEffect(WizardryPotions.paralysis,
(int)(getProperty(EFFECT_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade)), 0));
}
return false;
}
@Override
protected boolean onBlockHit(World world, BlockPos pos, EnumFacing side, Vec3d hit, EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers){
if(world.isRemote){
if(world.getBlockState(pos).getMaterial().isSolid()){
Vec3d vec = hit.add(new Vec3d(side.getDirectionVec()).scale(WizardryUtilities.ANTI_Z_FIGHTING_OFFSET));
ParticleBuilder.create(Type.SCORCH).pos(vec).face(side).clr(0.4f, 0.8f, 1).spawn(world);
}
}
return false;
}
@Override
protected boolean onMiss(World world, EntityLivingBase caster, Vec3d origin, Vec3d direction, int ticksInUse, SpellModifiers modifiers){
// This is first because we want the endpoint to be unaffected by the offset
Vec3d endpoint = origin.add(direction.scale(getProperty(RANGE).floatValue() * modifiers.get(WizardryItems.range_upgrade)));
if(world.isRemote){
ParticleBuilder.create(Type.LIGHTNING).time(4).pos(origin).target(endpoint).scale(0.5f).spawn(world);
ParticleBuilder.create(Type.BEAM).clr(0.2f, 0.6f, 1).time(4).pos(origin)
.target(endpoint).spawn(world);
}
return true;
}
// See WizardryClientEventHandler for prevention of players' movement under the effects of paralysis
// TODO: (Animated?) screen overlay effect for paralysed players in first-person
@SubscribeEvent
public static void onLivingUpdateEvent(LivingUpdateEvent event){
// Disables entities' AI when under the effects of paralysis and re-enables it on the last update of the effect
// - this can't be in the potion class because it requires access to the duration and hence the actual
// PotionEffect instance
if(event.getEntity() instanceof EntityLiving && event.getEntityLiving().isPotionActive(WizardryPotions.paralysis)){
int timeLeft = event.getEntityLiving().getActivePotionEffect(WizardryPotions.paralysis).getDuration();
((EntityLiving)event.getEntity()).setNoAI(timeLeft > 1);
}
}
@SubscribeEvent
public static void onLivingHurtEvent(LivingHurtEvent event){
// Paralysed creatures snap out of paralysis when they take critical damage
if(event.getEntityLiving().isPotionActive(WizardryPotions.paralysis) && event.getEntityLiving().getHealth()
- event.getAmount() <= Spells.paralysis.getProperty(CRITICAL_HEALTH).floatValue()){
event.getEntityLiving().removePotionEffect(WizardryPotions.paralysis);
}
}
}