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
@@ -1,37 +1,15 @@
package electroblob.wizardry.util;
import java.util.ArrayList;
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 electroblob.wizardry.entity.living.*;
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.EntityWitherSkeleton;
import net.minecraft.entity.monster.EntityZombie;
import net.minecraft.entity.monster.*;
import net.minecraft.util.DamageSource;
import net.minecraft.util.EntityDamageSource;
import java.util.*;
// 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. getTrueSource() will return
@@ -47,12 +25,12 @@ import net.minecraft.util.EntityDamageSource;
/**
* <i>"Ouch, that hurt!"</i>
* <p>
* <p></p>
* 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>
* <p></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
@@ -71,7 +49,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
/** The name of the damagesource for indirect magic damage from the wizardry mod. */
public static final String INDIRECT_MAGIC_DAMAGE = "indirect_wizardry_magic";
// 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 static final Map<Class<? extends Entity>, DamageType[]> immunityMapping = new HashMap<>();
private final DamageType type;
private final boolean isRetaliatory;
@@ -82,29 +60,29 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
* them.
*/
public enum DamageType {
/** Generic magic damage from the wizardry mod. Like vanilla magic damage, except it doesn't bypass armour. */
/** Generic magic damage from wizardry. 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
/** Fire damage from wizardry. 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, and is affected by the fire protection
* enchantment. */
FIRE,
/** Frost (ice) damage from the wizardry mod. Snow golems, ice wraiths and ice giants are immune. */
/** Frost (ice) damage from wizardry. 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 (lightning) damage from wizardry. Lightning wraiths and storm elementals are immune. */
SHOCK,
/** Wither damage from the wizardry mod. Withers, wither skeletons and shadow wraiths are immune. */
/** Wither damage from wizardry. Withers, wither skeletons and shadow wraiths are immune. */
WITHER,
/** Poison damage from the wizardry mod. Spiders, cave spiders and undead mobs are immune. */
/** Poison damage from wizardry. Spiders, cave spiders and undead mobs are immune. */
POISON,
/** Force damage from the wizardry mod. */ // Insubstantial creatures (ghast, shadow wraith, etc.) are immune?
/** Force damage from wizardry. */ // Insubstantial creatures (ghast, shadow wraith, etc.) are immune?
FORCE,
/** Blast damage from the wizardry mod. Affected by the blast protection enchantment. */
/** Blast damage from wizardry. Affected by the blast protection enchantment. */
BLAST,
/** Radiant damage from the wizardry mod. */
RADIANT;
/** Radiant damage from wizardry. */
RADIANT
}
static{
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.
@@ -118,6 +96,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
setEntityImmunities(EntityStormElemental.class, DamageType.FIRE, DamageType.SHOCK);
setEntityImmunities(EntityWither.class, DamageType.FIRE, DamageType.WITHER);
setEntityImmunities(EntitySnowman.class, DamageType.FROST);
setEntityImmunities(EntityPolarBear.class, DamageType.FROST);
setEntityImmunities(EntityIceWraith.class, DamageType.FROST);
setEntityImmunities(EntityIceGiant.class, DamageType.FROST);
setEntityImmunities(EntityLightningWraith.class, DamageType.SHOCK);
@@ -165,7 +144,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
/** 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 = immunityMapping.get(entityType) == null ? new ArrayList<DamageType>()
List<DamageType> immunities = immunityMapping.get(entityType) == null ? new ArrayList<>()
: Arrays.asList(immunityMapping.get(entityType));
immunities.add(immunity);
// Apparently putting 0 here works just fine.
@@ -178,7 +157,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
* 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>
* <p></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.
*
@@ -186,7 +165,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
* @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).
* might reasonably affect creatures that are usually immune to wither effects).
* @return A damagesource object of type EntityDamageSource
*/
public static DamageSource causeDirectMagicDamage(Entity caster, DamageType type){
@@ -198,7 +177,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
* 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>
* <p></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.
*
@@ -206,7 +185,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
* @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).
* might reasonably affect creatures that are usually 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
@@ -221,7 +200,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
* 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>
* <p></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.
*
@@ -230,7 +209,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
* @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).
* might reasonably affect creatures that are usually immune to wither effects).
* @return A damagesource object of type EntityDamageSourceIndirect
*/
public static DamageSource causeIndirectMagicDamage(Entity magic, Entity caster, DamageType type){
@@ -242,7 +221,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
* 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>
* <p></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.
*
@@ -251,7 +230,7 @@ public class MagicDamage extends EntityDamageSource implements IElementalDamage
* @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).
* might reasonably affect creatures that are usually 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