package electroblob.wizardry.util; import java.util.Collections; import java.util.HashMap; import java.util.Map; import java.util.Map.Entry; import electroblob.wizardry.event.SpellCastEvent; import io.netty.buffer.ByteBuf; import net.minecraft.item.Item; import net.minecraft.nbt.NBTTagCompound; import net.minecraftforge.fml.common.network.ByteBufUtils; /** * "{@code SpellModifiers} - modify all the things!" *

* Object that wraps any number of spell modifiers into one, allowing for expandability within the Spell#cast methods. * This class is essentially a glorified {@link Map} which can be written to and read from a {@link ByteBuf}. It is * possible to calculate spell modifiers from wand NBT within the cast methods, but this is cumbersome and does not * allow the modifiers to be sent to the client, which is sometimes necessary (for example, detonate needs to know about * range modifiers on the client side or the particles wouldn't show outside of the base range). *

* Most external interaction with SpellModifiers objects will be in {@link SpellCastEvent.Pre}, where you can add * additional modifiers to them if desired for use with your own spells, or modify the existing ones. If you have added * a wand upgrade, this is not done automatically for you; you will have to do it yourself (for the simple reason * that not all wand upgrades affect spells). SpellModifiers objects are mutable, so you can simply change the * values they contain to modify the spell. *

* To use a SpellModifiers object within the Spell.cast methods, simply retrieve the desired modifier * using {@link SpellModifiers#get(Item)} for wand upgrades, or {@link SpellModifiers#get(String)} if the modifier is * not from a wand upgrade. * * @author Electroblob * @since Wizardry 1.2 * @see WandHelper */ // I have made the decision that the USERS of this class must decide whether the modifiers need syncing or not, on a // case-by-case basis. Why? Because assigning keys to either sync or not sync would be unnecessarily restrictive, and // would mean they have to be registered, and part of the point of SpellModifiers is that they can be added to on the // fly. public final class SpellModifiers { /** Constant string identifier for the potency modifier. All the other modifiers in Wizardry have items. */ public static final String POTENCY = "potency"; private Map multiplierMap; private Map syncedMultiplierMap; /** * Creates an empty SpellModifiers object. All calls to get(...) on an empty SpellModifiers object will * return a value of 1. */ public SpellModifiers(){ multiplierMap = new HashMap(); syncedMultiplierMap = new HashMap(); } /** * Adds the given multiplier to this SpellModifiers object, using the string identifier that the given wand upgrade * item was registered with. * * @throws IllegalArgumentException if the given item is not a registered special wand upgrade. * @param upgrade The upgrade item the multiplier corresponds to. * @param multiplier The multiplier value, with 1 being default. Usage of modifiers is up to individual spells to * implement. * @param needsSyncing Whether this multiplier should be synchronised with the client via packets. Only set this * to true if particles will be spawned which need to know the value of the multiplier. * @return The SpellModifiers object, allowing this method to be chained onto the constructor. */ public SpellModifiers set(Item upgrade, float multiplier, boolean needsSyncing){ this.set(WandHelper.getIdentifier(upgrade), multiplier, needsSyncing); return this; } /** * Adds the given multiplier to this SpellModifiers object, using the given string key. In most cases, the * multiplier will correspond to a wand upgrade, in which case use {@link SpellModifiers#set(Item, float, boolean)} * instead. * * @param key The key used to identify the multiplier. * @param multiplier The multiplier value, with 1 being default. Usage of modifiers is up to individual spells to * implement. * @param needsSyncing Whether this multiplier should be synchronised with the client via packets. Only set this * to true if particles will be spawned which depend on the multiplier. * @return The SpellModifiers object, allowing this method to be chained onto the constructor. */ public SpellModifiers set(String key, float multiplier, boolean needsSyncing){ multiplierMap.put(key, multiplier); if(needsSyncing) syncedMultiplierMap.put(key, multiplier); return this; } /** * Returns the multiplier corresponding to the given wand upgrade item, or 1 if no multiplier was stored. * * @throws IllegalArgumentException if the given item is not a registered special wand upgrade. */ public float get(Item upgrade){ return get(WandHelper.getIdentifier(upgrade)); } /** * Returns the multiplier corresponding to the given string key, or 1 if no multiplier was stored. In most cases, * the multiplier will correspond to a wand upgrade, in which case use {@link SpellModifiers#get(Item)} instead. */ public float get(String key){ Float value = multiplierMap.get(key); // Must check for null before unboxing, and if it is null, return the default 1. return value == null ? 1 : value; } /** * Returns an unmodifiable map of the modifiers stored in this SpellModifiers object. Useful for iterating through * the modifiers. */ public Map getModifiers(){ return Collections.unmodifiableMap(this.multiplierMap); } /** Removes all modifiers from this SpellModifiers object, effectively resetting them all to 1. */ public void reset(){ this.multiplierMap.clear(); this.syncedMultiplierMap.clear(); } /** Reads this SpellModifiers object from the given ByteBuf. */ public void read(ByteBuf buf){ int entryCount = buf.readInt(); for(int i = 0; i < entryCount; i++){ this.set(ByteBufUtils.readUTF8String(buf), buf.readFloat(), false); } } /** Writes this SpellModifiers object to the given ByteBuf so it can be sent via packets. */ public void write(ByteBuf buf){ buf.writeInt(syncedMultiplierMap.size()); for(Entry entry : syncedMultiplierMap.entrySet()){ ByteBufUtils.writeUTF8String(buf, entry.getKey()); buf.writeFloat(entry.getValue()); } } // These two don't use the Map <-> NBT methods in WizardryUtilities because it's better to use the strings as keys // themselves rather than storing them separately. /** * Creates a new SpellModifiers object from the given NBTTagCompound. The NBTTagCompound should have 1 or more float * tags, which will be stored as modifiers under the same name as the tag. For example, the following NBT tag (in * command syntax) will create a SpellModifiers object with a damage modifier of 1.5 and a range modifier of 2: *

* {damage:1.5, range:2} *

* Note that needsSyncing is set to true for all returned modifiers. */ public static SpellModifiers fromNBT(NBTTagCompound nbt){ SpellModifiers modifiers = new SpellModifiers(); for(String key : nbt.getKeySet()){ modifiers.set(key, nbt.getFloat(key), true); } return modifiers; } }