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
@@ -1,13 +1,6 @@
package electroblob.wizardry.spell;
import java.util.function.Function;
import javax.annotation.Nullable;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.constants.Element;
import electroblob.wizardry.constants.SpellType;
import electroblob.wizardry.constants.Tier;
import electroblob.wizardry.entity.construct.EntityMagicConstruct;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.util.SpellModifiers;
@@ -16,23 +9,31 @@ import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.SoundEvent;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.World;
import javax.annotation.Nullable;
import java.util.function.Function;
/**
* Generic superclass for all spells which conjure constructs (i.e. instances of {@link EntityMagicConstruct}).
* This allows all the relevant code to be centralised, since these spells all work in a similar way. Usually, a simple
* instantiation of this class is sufficient to create a construct spell; if something extra needs to be done, such as
* particle spawning, then methods can be overridden (perhaps using an anonymous class) to add the required functionality.
* It is encouraged, however, to put extra functionality in the construct entity class instead whenever possible.
* <p>
* <p></p>
* This class spawns the construct entity at the caster's feet, like ring of fire and healing aura. Use
* {@link SpellConstructRanged} (which extends this class) for spells that spawn constructs at an aimed-at position.
* <p>
* <p></p>
* Properties added by this type of spell: {@link Spell#DURATION} (if the construct is not permanent)
* <p></p>
* By default, this type of spell can be cast by NPCs. {@link Spell#canBeCastByNPCs()}
* <p>
* By default, this type of spell does not require a packet to be sent. {@link Spell#doesSpellRequirePacket()}
* <p></p>
* By default, this type of spell can be cast by dispensers. {@link Spell#canBeCastByDispensers()}
* <p></p>
* By default, this type of spell does not require a packet to be sent. {@link Spell#requiresPacket()}
*
* @author Electroblob
* @since Wizardry 4.2
@@ -42,53 +43,30 @@ public class SpellConstruct<T extends EntityMagicConstruct> extends Spell {
/** A factory that creates construct entities. */
protected final Function<World, T> constructFactory;
/** The base lifetime of the construct created by this spell, or -1 if the construct does not despawn. */
protected final int baseDuration;
/** The sound that gets played when this spell is cast, or null if the spell plays no sound. */
@Nullable
protected final SoundEvent sound;
/** The volume of the sound played when this spell is cast. Defaults to 1. */
protected float volume = 1;
/** The pitch of the sound played when this spell is cast. Defaults to 1. */
protected float pitch = 1;
/** The pitch variation of the sound played when this spell is cast. Defaults to 0. */
protected float pitchVariation = 0;
/** Whether the construct lasts indefinitely, i.e. does not disappear after a set time. */
protected final boolean permanent;
/** Whether the construct must be spawned on the ground. Defaults to false. */
protected boolean requiresFloor = false;
/** Whether constructs spawned by this spell may overlap. Defaults to false. */
protected boolean allowOverlap = false;
public SpellConstruct(String name, Tier tier, Element element, SpellType type, int cost, int cooldown, EnumAction action, Function<World, T> constructFactory, int baseDuration, SoundEvent sound){
this(Wizardry.MODID, name, tier, element, type, cost, cooldown, action, constructFactory, baseDuration, sound);
public SpellConstruct(String name, EnumAction action, Function<World, T> constructFactory, boolean permanent){
this(Wizardry.MODID, name, action, constructFactory, permanent);
}
public SpellConstruct(String modID, String name, Tier tier, Element element, SpellType type, int cost, int cooldown, EnumAction action, Function<World, T> constructFactory, int baseDuration, SoundEvent sound){
super(modID, name, tier, element, type, cost, cooldown, action, false);
public SpellConstruct(String modID, String name, EnumAction action, Function<World, T> constructFactory, boolean permanent){
super(modID, name, action, false);
this.constructFactory = constructFactory;
this.baseDuration = baseDuration;
this.sound = sound;
this.permanent = permanent;
if(!permanent) this.addProperties(DURATION);
}
/**
* Sets the sound parameters for this spell.
* @param volume The volume of the sound, relative to 1.
* @param pitch The pitch of the sound, relative to 1.
* @param pitchVariation The pitch variation. The pitch will be set to a random value within this range either side
* of the set pitch value.
* @return The spell instance, allowing this method to be chained onto the constructor.
*/
public SpellConstruct<T> soundValues(float volume, float pitch, float pitchVariation) {
this.volume = volume;
this.pitch = pitch;
this.pitchVariation = pitchVariation;
return this;
}
@Override public boolean doesSpellRequirePacket(){ return false; }
@Override public boolean requiresPacket(){ return false; }
@Override public boolean canBeCastByNPCs(){ return true; }
@Override public boolean canBeCastByDispensers() { return true; }
/**
* Sets whether the construct must be spawned on the ground.
* @param requiresFloor True to require that the construct be spawned on the ground, false to allow it in mid-air.
@@ -114,8 +92,9 @@ public class SpellConstruct<T extends EntityMagicConstruct> extends Spell {
public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
if(caster.onGround || !requiresFloor){
if(!spawnConstruct(world, caster.posX, caster.posY, caster.posZ, caster, modifiers)) return false;
if(sound != null) WizardryUtilities.playSoundAtPlayer(caster, sound, volume, pitch + pitchVariation * (world.rand.nextFloat() - 0.5f));
if(!spawnConstruct(world, caster.posX, caster.posY, caster.posZ, caster.onGround ? EnumFacing.UP : null,
caster, modifiers)) return false;
this.playSound(world, caster, ticksInUse, -1, modifiers);
return true;
}
@@ -127,8 +106,9 @@ public class SpellConstruct<T extends EntityMagicConstruct> extends Spell {
if(target != null){
if(caster.onGround || !requiresFloor){
if(!spawnConstruct(world, caster.posX, caster.posY, caster.posZ, caster, modifiers)) return false;
if(sound != null) caster.playSound(sound, volume, pitch + pitchVariation * (world.rand.nextFloat() - 0.5f));
if(!spawnConstruct(world, caster.posX, caster.posY, caster.posZ, caster.onGround ? EnumFacing.UP : null,
caster, modifiers)) return false;
this.playSound(world, caster, ticksInUse, -1, modifiers);
return true;
}
}
@@ -136,6 +116,26 @@ public class SpellConstruct<T extends EntityMagicConstruct> extends Spell {
return false;
}
@Override
public boolean cast(World world, double x, double y, double z, EnumFacing direction, int ticksInUse, int duration, SpellModifiers modifiers){
Integer floor = (int)y;
if(requiresFloor){
floor = WizardryUtilities.getNearestFloor(world, new BlockPos(x, y, z), 1);
direction = EnumFacing.UP;
}
if(floor != null){
if(!spawnConstruct(world, x, floor, z, direction, null, modifiers)) return false;
// This MUST be the coordinates of the actual dispenser, so we need to offset it
this.playSound(world, x - direction.getXOffset(), y - direction.getYOffset(), z - direction.getZOffset(), ticksInUse, duration, modifiers);
return true;
}
return false;
}
/**
* Actually spawns the construct. By default, spawns the construct at the position of the caster and always returns
* true. Returning false will cause the spell to fail.
@@ -143,27 +143,30 @@ public class SpellConstruct<T extends EntityMagicConstruct> extends Spell {
* @param x The x coordinate to spawn the construct at.
* @param y The y coordinate to spawn the construct at.
* @param z The z coordinate to spawn the construct at.
* @param side The side of a block that was hit, or null if the construct is being spawned in mid-air (only happens
* if {@link SpellConstruct#requiresFloor} is true).
* @param caster The EntityLivingBase that cast this spell.
* @param modifiers The modifiers with which the spell was cast.
* @return false to cause the spell to fail, true to continue with casting.
*/
protected boolean spawnConstruct(World world, double x, double y, double z, EntityLivingBase caster, SpellModifiers modifiers){
protected boolean spawnConstruct(World world, double x, double y, double z, @Nullable EnumFacing side, EntityLivingBase caster, SpellModifiers modifiers){
if(!world.isRemote){
// Creates a new constuct using the supplied factory
// Creates a new construct using the supplied factory
T construct = constructFactory.apply(world);
// Sets the position of the construct (and initialises its bounding box)
construct.setPosition(x, y, z);
// Sets the various parameters
construct.setCaster(caster);
construct.lifetime = permanent ? -1 : (int)(getProperty(DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade));
construct.damageMultiplier = modifiers.get(SpellModifiers.POTENCY);
addConstructExtras(construct, side, caster, modifiers);
// Prevents overlapping of multiple constructs of the same type. Since we have an instance here this is
// very simple. The trade-off is that we have to create the entity before the spell fails, but unless
// world.spawnEntity(...) is called, its scope is limited to this method so it should be fine.
if(!allowOverlap && !world.getEntitiesWithinAABB(construct.getClass(), caster.getEntityBoundingBox()).isEmpty()) return false;
// Sets the various parameters
construct.setCaster(caster);
construct.lifetime = baseDuration == -1 ? -1 : (int)(baseDuration * modifiers.get(WizardryItems.duration_upgrade));
construct.damageMultiplier = modifiers.get(SpellModifiers.POTENCY);
addConstructExtras(construct, caster, modifiers);
// Spawns the construct in the world
// Needs to be last in case addConstructExtras modifies the bounding box
if(!allowOverlap && !world.getEntitiesWithinAABB(construct.getClass(), construct.getEntityBoundingBox()).isEmpty()) return false;
// Spawns the construct in the world
world.spawnEntity(construct);
}
@@ -175,11 +178,13 @@ public class SpellConstruct<T extends EntityMagicConstruct> extends Spell {
* extra methods on the spawned entity. This method is only called server-side so cannot be used to spawn particles
* directly.
* @param construct The entity being spawned.
* @param caster The caster of this spell.
* @param side The side of a block that was hit, or null if the construct is being spawned in mid-air (only happens
* if {@link SpellConstruct#requiresFloor} is true).
* @param caster The caster of this spell, or null if it was cast by a dispenser.
* @param modifiers The modifiers this spell was cast with.
*/
// This is the reason this class is generic: it allows subclasses to do whatever they want to their specific entity,
// without needing to cast to it.
protected void addConstructExtras(T construct, EntityLivingBase caster, SpellModifiers modifiers){}
protected void addConstructExtras(T construct, EnumFacing side, @Nullable EntityLivingBase caster, SpellModifiers modifiers){}
}