package electroblob.wizardry.spell; import electroblob.wizardry.item.SpellActions; import electroblob.wizardry.registry.WizardryItems; import electroblob.wizardry.util.EntityUtils; 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 net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.EnumFacing; 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 { public FlameRay(){ super("flame_ray", SpellActions.POINT, true); this.particleVelocity(1); this.particleSpacing(0.5); addProperties(DAMAGE, BURN_DURATION); this.soundValues(2.5f, 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 protected void playSound(World world, EntityLivingBase entity, int ticksInUse, int duration, SpellModifiers modifiers, String... sounds){ this.playSoundLoop(world, entity, ticksInUse); } @Override 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, Vec3d hit, EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers){ // Fire can damage armour stands if(target instanceof EntityLivingBase){ if(MagicDamage.isEntityImmune(DamageType.FIRE, target)){ if(!world.isRemote && ticksInUse == 1 && caster instanceof EntityPlayer) ((EntityPlayer)caster) .sendStatusMessage(new TextComponentTranslation("spell.resist", target.getName(), this.getNameForTranslationFormatted()), true); // 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 % 10 == 0){ target.setFire((int)(getProperty(BURN_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade))); EntityUtils.attackEntityWithoutKnockback(target, MagicDamage.causeDirectMagicDamage(caster, DamageType.FIRE), getProperty(DAMAGE).floatValue() * modifiers.get(SpellModifiers.POTENCY)); } } 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 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).collide(true).spawn(world); ParticleBuilder.create(Type.MAGIC_FIRE).pos(x, y, z).vel(vx, vy, vz).collide(true).spawn(world); } }