package electroblob.wizardry.registry; import electroblob.wizardry.Wizardry; import electroblob.wizardry.constants.Element; import electroblob.wizardry.constants.Tier; import electroblob.wizardry.entity.projectile.EntityFirebomb; import electroblob.wizardry.entity.projectile.EntityPoisonBomb; import electroblob.wizardry.entity.projectile.EntitySmokeBomb; import electroblob.wizardry.entity.projectile.EntitySparkBomb; import electroblob.wizardry.item.*; import electroblob.wizardry.misc.BehaviourSpellDispense; import electroblob.wizardry.registry.WizardryTabs.CreativeTabListed; import electroblob.wizardry.registry.WizardryTabs.CreativeTabSorted; import net.minecraft.block.Block; import net.minecraft.block.BlockDispenser; import net.minecraft.dispenser.BehaviorProjectileDispense; import net.minecraft.dispenser.IPosition; import net.minecraft.entity.IProjectile; import net.minecraft.inventory.EntityEquipmentSlot; import net.minecraft.inventory.EntityEquipmentSlot.Type; import net.minecraft.item.EnumRarity; import net.minecraft.item.Item; import net.minecraft.item.Item.ToolMaterial; import net.minecraft.item.ItemArmor.ArmorMaterial; import net.minecraft.item.ItemBlock; import net.minecraft.item.ItemStack; import net.minecraft.world.World; import net.minecraftforge.common.util.EnumHelper; import net.minecraftforge.event.RegistryEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import net.minecraftforge.fml.common.registry.GameRegistry.ObjectHolder; import net.minecraftforge.registries.IForgeRegistry; import org.apache.commons.lang3.tuple.ImmutablePair; import org.apache.commons.lang3.tuple.Pair; import javax.annotation.Nonnull; import java.util.HashMap; import java.util.Map; /** * Class responsible for defining, storing and registering all of wizardry's items. Also registers the ItemBlocks for * wizardry's blocks. * * @author Electroblob * @since Wizardry 2.1 */ @ObjectHolder(Wizardry.MODID) @Mod.EventBusSubscriber public final class WizardryItems { private WizardryItems(){} // No instances! /** Keeping the material fields in here means {@code @ObjectHolder} ignores them. In actual fact, I could have just * made them private since wizardry only uses them within this class, but in case someone needs them elsewhere I've * used this trick instead to keep them public. */ public static final class Materials { public static final ToolMaterial MAGICAL = EnumHelper.addToolMaterial("MAGICAL", 3, 1000, 8.0f, 4.0f, 0); public static final ArmorMaterial SILK = EnumHelper.addArmorMaterial("SILK", "wizardry/textures/armour/wizard_armour", 15, new int[]{0, 0, 0, 0}, 15, WizardrySounds.ITEM_ARMOUR_EQUIP_SILK, 0.0F); } @Nonnull @SuppressWarnings("ConstantConditions") private static T placeholder(){ return null; } // This is the most concise way I can think of to register the items. Really, I'd prefer it if there was only one // point where all the items were listed, but that's not possible within the current system unless you use an array, // which means you lose the individual fields... public static final Item magic_crystal = placeholder(); public static final Item grand_crystal = placeholder(); public static final Item crystal_shard = placeholder(); public static final Item wizard_handbook = placeholder(); public static final Item arcane_tome = placeholder(); public static final Item spell_book = placeholder(); public static final Item scroll = placeholder(); public static final Item magic_wand = placeholder(); public static final Item apprentice_wand = placeholder(); public static final Item advanced_wand = placeholder(); public static final Item master_wand = placeholder(); public static final Item novice_fire_wand = placeholder(); public static final Item novice_ice_wand = placeholder(); public static final Item novice_lightning_wand = placeholder(); public static final Item novice_necromancy_wand = placeholder(); public static final Item novice_earth_wand = placeholder(); public static final Item novice_sorcery_wand = placeholder(); public static final Item novice_healing_wand = placeholder(); public static final Item apprentice_fire_wand = placeholder(); public static final Item apprentice_ice_wand = placeholder(); public static final Item apprentice_lightning_wand = placeholder(); public static final Item apprentice_necromancy_wand = placeholder(); public static final Item apprentice_earth_wand = placeholder(); public static final Item apprentice_sorcery_wand = placeholder(); public static final Item apprentice_healing_wand = placeholder(); public static final Item advanced_fire_wand = placeholder(); public static final Item advanced_ice_wand = placeholder(); public static final Item advanced_lightning_wand = placeholder(); public static final Item advanced_necromancy_wand = placeholder(); public static final Item advanced_earth_wand = placeholder(); public static final Item advanced_sorcery_wand = placeholder(); public static final Item advanced_healing_wand = placeholder(); public static final Item master_fire_wand = placeholder(); public static final Item master_ice_wand = placeholder(); public static final Item master_lightning_wand = placeholder(); public static final Item master_necromancy_wand = placeholder(); public static final Item master_earth_wand = placeholder(); public static final Item master_sorcery_wand = placeholder(); public static final Item master_healing_wand = placeholder(); public static final Item spectral_sword = placeholder(); public static final Item spectral_pickaxe = placeholder(); public static final Item spectral_bow = placeholder(); public static final Item blank_scroll = placeholder(); public static final Item magic_silk = placeholder(); public static final Item small_mana_flask = placeholder(); public static final Item medium_mana_flask = placeholder(); public static final Item large_mana_flask = placeholder(); public static final Item storage_upgrade = placeholder(); public static final Item siphon_upgrade = placeholder(); public static final Item condenser_upgrade = placeholder(); public static final Item range_upgrade = placeholder(); public static final Item duration_upgrade = placeholder(); public static final Item cooldown_upgrade = placeholder(); public static final Item blast_upgrade = placeholder(); public static final Item attunement_upgrade = placeholder(); public static final Item melee_upgrade = placeholder(); public static final Item flaming_axe = placeholder(); public static final Item frost_axe = placeholder(); public static final Item identification_scroll = placeholder(); public static final Item armour_upgrade = placeholder(); public static final Item astral_diamond = placeholder(); public static final Item purifying_elixir = placeholder(); public static final Item firebomb = placeholder(); public static final Item poison_bomb = placeholder(); public static final Item smoke_bomb = placeholder(); public static final Item spark_bomb = placeholder(); public static final Item wizard_hat = placeholder(); public static final Item wizard_robe = placeholder(); public static final Item wizard_leggings = placeholder(); public static final Item wizard_boots = placeholder(); public static final Item wizard_hat_fire = placeholder(); public static final Item wizard_robe_fire = placeholder(); public static final Item wizard_leggings_fire = placeholder(); public static final Item wizard_boots_fire = placeholder(); public static final Item wizard_hat_ice = placeholder(); public static final Item wizard_robe_ice = placeholder(); public static final Item wizard_leggings_ice = placeholder(); public static final Item wizard_boots_ice = placeholder(); public static final Item wizard_hat_lightning = placeholder(); public static final Item wizard_robe_lightning = placeholder(); public static final Item wizard_leggings_lightning = placeholder(); public static final Item wizard_boots_lightning = placeholder(); public static final Item wizard_hat_necromancy = placeholder(); public static final Item wizard_robe_necromancy = placeholder(); public static final Item wizard_leggings_necromancy = placeholder(); public static final Item wizard_boots_necromancy = placeholder(); public static final Item wizard_hat_earth = placeholder(); public static final Item wizard_robe_earth = placeholder(); public static final Item wizard_leggings_earth = placeholder(); public static final Item wizard_boots_earth = placeholder(); public static final Item wizard_hat_sorcery = placeholder(); public static final Item wizard_robe_sorcery = placeholder(); public static final Item wizard_leggings_sorcery = placeholder(); public static final Item wizard_boots_sorcery = placeholder(); public static final Item wizard_hat_healing = placeholder(); public static final Item wizard_robe_healing = placeholder(); public static final Item wizard_leggings_healing = placeholder(); public static final Item wizard_boots_healing = placeholder(); public static final Item spectral_helmet = placeholder(); public static final Item spectral_chestplate = placeholder(); public static final Item spectral_leggings = placeholder(); public static final Item spectral_boots = placeholder(); public static final Item lightning_hammer = placeholder(); public static final Item ring_condensing = placeholder(); public static final Item ring_siphoning = placeholder(); public static final Item ring_battlemage = placeholder(); public static final Item ring_combustion = placeholder(); public static final Item ring_fire_melee = placeholder(); public static final Item ring_fire_biome = placeholder(); public static final Item ring_disintegration = placeholder(); public static final Item ring_ice_melee = placeholder(); public static final Item ring_ice_biome = placeholder(); public static final Item ring_arcane_frost = placeholder(); public static final Item ring_shattering = placeholder(); public static final Item ring_lightning_melee = placeholder(); public static final Item ring_storm = placeholder(); public static final Item ring_seeking = placeholder(); public static final Item ring_hammer = placeholder(); public static final Item ring_soulbinding = placeholder(); public static final Item ring_leeching = placeholder(); public static final Item ring_necromancy_melee = placeholder(); public static final Item ring_mind_control = placeholder(); public static final Item ring_poison = placeholder(); public static final Item ring_earth_melee = placeholder(); public static final Item ring_earth_biome = placeholder(); public static final Item ring_full_moon = placeholder(); public static final Item ring_extraction = placeholder(); public static final Item ring_mana_return = placeholder(); public static final Item ring_blockwrangler = placeholder(); public static final Item ring_conjurer = placeholder(); public static final Item ring_defender = placeholder(); public static final Item ring_paladin = placeholder(); public static final Item ring_interdiction = placeholder(); public static final Item amulet_arcane_defence = placeholder(); public static final Item amulet_warding = placeholder(); public static final Item amulet_wisdom = placeholder(); public static final Item amulet_fire_protection = placeholder(); public static final Item amulet_fire_cloaking = placeholder(); public static final Item amulet_ice_immunity = placeholder(); public static final Item amulet_ice_protection = placeholder(); public static final Item amulet_potential = placeholder(); public static final Item amulet_channeling = placeholder(); public static final Item amulet_lich = placeholder(); public static final Item amulet_wither_immunity = placeholder(); public static final Item amulet_glide = placeholder(); public static final Item amulet_banishing = placeholder(); public static final Item amulet_anchoring = placeholder(); public static final Item amulet_recovery = placeholder(); public static final Item amulet_transience = placeholder(); public static final Item amulet_resurrection = placeholder(); public static final Item amulet_auto_shield = placeholder(); public static final Item charm_haggler = placeholder(); public static final Item charm_experience_tome = placeholder(); public static final Item charm_auto_smelt = placeholder(); public static final Item charm_lava_walking = placeholder(); public static final Item charm_storm = placeholder(); public static final Item charm_minion_health = placeholder(); public static final Item charm_minion_variants = placeholder(); public static final Item charm_flight = placeholder(); public static final Item charm_growth = placeholder(); public static final Item charm_abseiling = placeholder(); public static final Item charm_silk_touch = placeholder(); public static final Item charm_stop_time = placeholder(); public static final Item charm_light = placeholder(); public static final Item charm_transportation = placeholder(); public static final Item charm_feeding = placeholder(); private static final Map, Item> WAND_MAP = new HashMap<>(); private static final Map, Item> ARMOUR_MAP = new HashMap<>(); /** * Helper method to return the appropriate wand based on tier and element. As of Wizardry 2.1, this uses the * immutable map stored in {@link WizardryItems#WAND_MAP}. Currently used for upgrading wands, for chest generation * and to iterate through wands for charging recipes. * * @param tier The tier of the wand required. * @param element The element of the wand required. Null will be converted to {@link Element#MAGIC}. * @return The wand item which corresponds to the given tier and element, or null if no such item exists. * @throws NullPointerException if the given tier is null. * @deprecated This is being phased out; it is now only used for wizard gear and trades. To add an item to * charging recipes, use {@link WizardryRecipes#addToManaFlaskCharging(Item)}. */ @Deprecated public static Item getWand(Tier tier, Element element){ if(tier == null) throw new NullPointerException("The given tier cannot be null."); if(element == null) element = Element.MAGIC; return WAND_MAP.get(ImmutablePair.of(tier, element)); } /** * Helper method to return the appropriate armour item based on element and slot. As of Wizardry 2.1, this uses the * immutable map stored in {@link WizardryItems#ARMOUR_MAP}. Currently used to iterate through armour for * registering charging recipes and for chest generation. * * @param element The EnumElement of the armour required. Null will be converted to {@link Element#MAGIC}. * @param slot EntityEquipmentSlot of the armour piece required * @return The armour item which corresponds to the given element and slot, or null if no such item exists. * @throws IllegalArgumentException if the given slot is not an armour slot. * @deprecated This is being phased out; it is now only used for wizard gear and trades. To add an item to * charging recipes, use {@link WizardryRecipes#addToManaFlaskCharging(Item)}. */ @Deprecated public static Item getArmour(Element element, EntityEquipmentSlot slot){ if(slot == null || slot.getSlotType() != Type.ARMOR) throw new IllegalArgumentException("Must be a valid armour slot"); if(element == null) element = Element.MAGIC; return ARMOUR_MAP.get(ImmutablePair.of(slot, element)); } /** * Sets both the registry and unlocalised names of the given item, then registers it with the given registry. Use * this instead of {@link Item#setRegistryName(String)} and {@link Item#setTranslationKey(String)} during * construction, for convenience and consistency. As of wizardry 4.2, this also automatically adds it to the order * list for its creative tab if that tab is a {@link CreativeTabListed}, meaning the order can be defined simply * by the order in which the items are registered in this class. * * @param registry The registry to register the given item to. * @param name The name of the item, without the mod ID or the .name stuff. The registry name will be * {@code ebwizardry:[name]}. The unlocalised name will be {@code item.ebwizardry:[name].name}. * @param item The item to register. */ // It now makes sense to have the name first, since it's shorter than an entire item declaration. public static void registerItem(IForgeRegistry registry, String name, Item item){ registerItem(registry, name, item, false); } /** * Sets both the registry and unlocalised names of the given item, then registers it with the given registry. Use * this instead of {@link Item#setRegistryName(String)} and {@link Item#setTranslationKey(String)} during * construction, for convenience and consistency. As of wizardry 4.2, this also automatically adds it to the order * list for its creative tab if that tab is a {@link CreativeTabListed}, meaning the order can be defined simply * by the order in which the items are registered in this class. * * @param registry The registry to register the given item to. * @param name The name of the item, without the mod ID or the .name stuff. The registry name will be * {@code ebwizardry:[name]}. The unlocalised name will be {@code item.ebwizardry:[name].name}. * @param item The item to register. * @param setTabIcon True to set this item as the icon for its creative tab. */ // It now makes sense to have the name first, since it's shorter than an entire item declaration. public static void registerItem(IForgeRegistry registry, String name, Item item, boolean setTabIcon){ item.setRegistryName(Wizardry.MODID, name); item.setTranslationKey(item.getRegistryName().toString()); registry.register(item); if(setTabIcon && item.getCreativeTab() instanceof CreativeTabSorted){ ((CreativeTabSorted)item.getCreativeTab()).setIconItem(new ItemStack(item)); } if(item.getCreativeTab() instanceof CreativeTabListed){ ((CreativeTabListed)item.getCreativeTab()).order.add(item); } } /** Registers an ItemBlock for the given block, with the same registry name as that block. As of wizardry 4.2, this * also automatically adds it to the order list for its creative tab if that tab is a {@link CreativeTabListed}, * meaning the order can be defined simply by the order in which the items are registered in this class. */ private static void registerItemBlock(IForgeRegistry registry, Block block){ // We don't need to keep a reference to the ItemBlock Item itemblock = new ItemBlock(block).setRegistryName(block.getRegistryName()); registry.register(itemblock); if(block.getCreativeTab() instanceof CreativeTabListed){ ((CreativeTabListed)block.getCreativeTab()).order.add(itemblock); } } private static void registerMultiTexturedItemBlock(IForgeRegistry registry, Block block, boolean separateNames){ // We don't need to keep a reference to the ItemBlock Item itemblock = new ItemBlockMultiTexturedElemental(block, separateNames).setRegistryName(block.getRegistryName()); registry.register(itemblock); if(block.getCreativeTab() instanceof CreativeTabListed){ ((CreativeTabListed)block.getCreativeTab()).order.add(itemblock); } } @SubscribeEvent public static void register(RegistryEvent.Register event){ IForgeRegistry registry = event.getRegistry(); // ItemBlocks // Not all blocks need an ItemBlock registerItemBlock(registry, WizardryBlocks.arcane_workbench); registerItemBlock(registry, WizardryBlocks.crystal_ore); registerItemBlock(registry, WizardryBlocks.crystal_flower); registerItemBlock(registry, WizardryBlocks.transportation_stone); registerMultiTexturedItemBlock(registry, WizardryBlocks.crystal_block, true); registerMultiTexturedItemBlock(registry, WizardryBlocks.runestone, false); registerMultiTexturedItemBlock(registry, WizardryBlocks.runestone_pedestal, false); // Items registerItem(registry, "magic_crystal", new ItemCrystal()); registerItem(registry, "crystal_shard", new Item().setCreativeTab(WizardryTabs.WIZARDRY)); registerItem(registry, "grand_crystal", new Item().setCreativeTab(WizardryTabs.WIZARDRY)); registerItem(registry, "wizard_handbook", new ItemWizardHandbook(), true); registerItem(registry, "arcane_tome", new ItemArcaneTome()); registerItem(registry, "spell_book", new ItemSpellBook(), true); registerItem(registry, "scroll", new ItemScroll()); registerItem(registry, "magic_wand", new ItemWand(Tier.NOVICE, null)); registerItem(registry, "apprentice_wand", new ItemWand(Tier.APPRENTICE, null)); registerItem(registry, "advanced_wand", new ItemWand(Tier.ADVANCED, null)); registerItem(registry, "master_wand", new ItemWand(Tier.MASTER, null)); registerItem(registry, "novice_fire_wand", new ItemWand(Tier.NOVICE, Element.FIRE)); registerItem(registry, "apprentice_fire_wand", new ItemWand(Tier.APPRENTICE, Element.FIRE)); registerItem(registry, "advanced_fire_wand", new ItemWand(Tier.ADVANCED, Element.FIRE)); registerItem(registry, "master_fire_wand", new ItemWand(Tier.MASTER, Element.FIRE)); registerItem(registry, "novice_ice_wand", new ItemWand(Tier.NOVICE, Element.ICE)); registerItem(registry, "apprentice_ice_wand", new ItemWand(Tier.APPRENTICE, Element.ICE)); registerItem(registry, "advanced_ice_wand", new ItemWand(Tier.ADVANCED, Element.ICE)); registerItem(registry, "master_ice_wand", new ItemWand(Tier.MASTER, Element.ICE)); registerItem(registry, "novice_lightning_wand", new ItemWand(Tier.NOVICE, Element.LIGHTNING)); registerItem(registry, "apprentice_lightning_wand", new ItemWand(Tier.APPRENTICE, Element.LIGHTNING)); registerItem(registry, "advanced_lightning_wand", new ItemWand(Tier.ADVANCED, Element.LIGHTNING)); registerItem(registry, "master_lightning_wand", new ItemWand(Tier.MASTER, Element.LIGHTNING)); registerItem(registry, "novice_necromancy_wand", new ItemWand(Tier.NOVICE, Element.NECROMANCY)); registerItem(registry, "apprentice_necromancy_wand", new ItemWand(Tier.APPRENTICE, Element.NECROMANCY)); registerItem(registry, "advanced_necromancy_wand", new ItemWand(Tier.ADVANCED, Element.NECROMANCY)); registerItem(registry, "master_necromancy_wand", new ItemWand(Tier.MASTER, Element.NECROMANCY)); registerItem(registry, "novice_earth_wand", new ItemWand(Tier.NOVICE, Element.EARTH)); registerItem(registry, "apprentice_earth_wand", new ItemWand(Tier.APPRENTICE, Element.EARTH)); registerItem(registry, "advanced_earth_wand", new ItemWand(Tier.ADVANCED, Element.EARTH)); registerItem(registry, "master_earth_wand", new ItemWand(Tier.MASTER, Element.EARTH)); registerItem(registry, "novice_sorcery_wand", new ItemWand(Tier.NOVICE, Element.SORCERY)); registerItem(registry, "apprentice_sorcery_wand", new ItemWand(Tier.APPRENTICE, Element.SORCERY)); registerItem(registry, "advanced_sorcery_wand", new ItemWand(Tier.ADVANCED, Element.SORCERY)); registerItem(registry, "master_sorcery_wand", new ItemWand(Tier.MASTER, Element.SORCERY)); registerItem(registry, "novice_healing_wand", new ItemWand(Tier.NOVICE, Element.HEALING)); registerItem(registry, "apprentice_healing_wand", new ItemWand(Tier.APPRENTICE, Element.HEALING)); registerItem(registry, "advanced_healing_wand", new ItemWand(Tier.ADVANCED, Element.HEALING)); registerItem(registry, "master_healing_wand", new ItemWand(Tier.MASTER, Element.HEALING)); registerItem(registry, "spectral_sword", new ItemSpectralSword(ToolMaterial.IRON)); registerItem(registry, "spectral_pickaxe", new ItemSpectralPickaxe(ToolMaterial.IRON)); registerItem(registry, "spectral_bow", new ItemSpectralBow()); registerItem(registry, "blank_scroll", new ItemBlankScroll()); registerItem(registry, "magic_silk", new Item().setCreativeTab(WizardryTabs.WIZARDRY)); registerItem(registry, "small_mana_flask", new ItemManaFlask(ItemManaFlask.Size.SMALL)); registerItem(registry, "medium_mana_flask", new ItemManaFlask(ItemManaFlask.Size.MEDIUM)); registerItem(registry, "large_mana_flask", new ItemManaFlask(ItemManaFlask.Size.LARGE)); registerItem(registry, "storage_upgrade", new ItemWandUpgrade()); registerItem(registry, "siphon_upgrade", new ItemWandUpgrade()); registerItem(registry, "condenser_upgrade", new ItemWandUpgrade()); registerItem(registry, "range_upgrade", new ItemWandUpgrade()); registerItem(registry, "duration_upgrade", new ItemWandUpgrade()); registerItem(registry, "cooldown_upgrade", new ItemWandUpgrade()); registerItem(registry, "blast_upgrade", new ItemWandUpgrade()); registerItem(registry, "attunement_upgrade", new ItemWandUpgrade()); registerItem(registry, "melee_upgrade", new ItemWandUpgrade()); registerItem(registry, "flaming_axe", new ItemFlamingAxe(Materials.MAGICAL)); registerItem(registry, "frost_axe", new ItemFrostAxe(Materials.MAGICAL)); registerItem(registry, "identification_scroll", new ItemIdentificationScroll()); registerItem(registry, "armour_upgrade", new ItemArmourUpgrade()); registerItem(registry, "astral_diamond", new Item(){ @Override public EnumRarity getRarity(ItemStack stack){ return EnumRarity.RARE; }}.setCreativeTab(WizardryTabs.WIZARDRY)); registerItem(registry, "purifying_elixir", new ItemPurifyingElixir()); registerItem(registry, "firebomb", new ItemFirebomb()); registerItem(registry, "poison_bomb", new ItemPoisonBomb()); registerItem(registry, "smoke_bomb", new ItemSmokeBomb()); registerItem(registry, "spark_bomb", new ItemSparkBomb()); registerItem(registry, "wizard_hat", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, null), true); registerItem(registry, "wizard_robe", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, null)); registerItem(registry, "wizard_leggings", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, null)); registerItem(registry, "wizard_boots", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, null)); registerItem(registry, "wizard_hat_fire", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.FIRE)); registerItem(registry, "wizard_robe_fire", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.FIRE)); registerItem(registry, "wizard_leggings_fire", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.FIRE)); registerItem(registry, "wizard_boots_fire", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.FIRE)); registerItem(registry, "wizard_hat_ice", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.ICE)); registerItem(registry, "wizard_robe_ice", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.ICE)); registerItem(registry, "wizard_leggings_ice", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.ICE)); registerItem(registry, "wizard_boots_ice", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.ICE)); registerItem(registry, "wizard_hat_lightning", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.LIGHTNING)); registerItem(registry, "wizard_robe_lightning", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.LIGHTNING)); registerItem(registry, "wizard_leggings_lightning", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.LIGHTNING)); registerItem(registry, "wizard_boots_lightning", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.LIGHTNING)); registerItem(registry, "wizard_hat_necromancy", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.NECROMANCY)); registerItem(registry, "wizard_robe_necromancy", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.NECROMANCY)); registerItem(registry, "wizard_leggings_necromancy", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.NECROMANCY)); registerItem(registry, "wizard_boots_necromancy", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.NECROMANCY)); registerItem(registry, "wizard_hat_earth", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.EARTH)); registerItem(registry, "wizard_robe_earth", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.EARTH)); registerItem(registry, "wizard_leggings_earth", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.EARTH)); registerItem(registry, "wizard_boots_earth", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.EARTH)); registerItem(registry, "wizard_hat_sorcery", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.SORCERY)); registerItem(registry, "wizard_robe_sorcery", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.SORCERY)); registerItem(registry, "wizard_leggings_sorcery", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.SORCERY)); registerItem(registry, "wizard_boots_sorcery", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.SORCERY)); registerItem(registry, "wizard_hat_healing", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.HEAD, Element.HEALING)); registerItem(registry, "wizard_robe_healing", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.CHEST, Element.HEALING)); registerItem(registry, "wizard_leggings_healing", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.LEGS, Element.HEALING)); registerItem(registry, "wizard_boots_healing", new ItemWizardArmour(Materials.SILK, 1, EntityEquipmentSlot.FEET, Element.HEALING)); registerItem(registry, "spectral_helmet", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.HEAD)); registerItem(registry, "spectral_chestplate", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.CHEST)); registerItem(registry, "spectral_leggings", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.LEGS)); registerItem(registry, "spectral_boots", new ItemSpectralArmour(ArmorMaterial.IRON, 1, EntityEquipmentSlot.FEET)); registerItem(registry, "lightning_hammer", new ItemLightningHammer()); registerItem(registry, "ring_condensing", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING)); registerItem(registry, "ring_siphoning", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING)); registerItem(registry, "ring_battlemage", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING)); registerItem(registry, "ring_combustion", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING)); registerItem(registry, "ring_fire_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING)); registerItem(registry, "ring_fire_biome", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING)); registerItem(registry, "ring_disintegration", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING)); registerItem(registry, "ring_ice_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING)); registerItem(registry, "ring_ice_biome", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING)); registerItem(registry, "ring_arcane_frost", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING)); registerItem(registry, "ring_shattering", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING)); registerItem(registry, "ring_lightning_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING)); registerItem(registry, "ring_storm", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING)); registerItem(registry, "ring_seeking", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING)); registerItem(registry, "ring_hammer", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING)); registerItem(registry, "ring_soulbinding", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING)); registerItem(registry, "ring_leeching", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING)); registerItem(registry, "ring_necromancy_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING)); registerItem(registry, "ring_mind_control", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING)); registerItem(registry, "ring_poison", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING)); registerItem(registry, "ring_earth_melee", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING)); registerItem(registry, "ring_earth_biome", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING)); registerItem(registry, "ring_full_moon", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING)); registerItem(registry, "ring_extraction", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING)); registerItem(registry, "ring_mana_return", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING)); registerItem(registry, "ring_blockwrangler", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING)); registerItem(registry, "ring_conjurer", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING)); registerItem(registry, "ring_defender", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.RING)); registerItem(registry, "ring_paladin", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.RING)); registerItem(registry, "ring_interdiction", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.RING)); registerItem(registry, "amulet_arcane_defence", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_warding", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_wisdom", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_fire_protection", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_fire_cloaking", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_ice_immunity", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_ice_protection", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_potential", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_channeling", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_lich", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_wither_immunity", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_glide", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_banishing", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_anchoring", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_recovery", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_transience", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_resurrection", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.AMULET)); registerItem(registry, "amulet_auto_shield", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.AMULET)); registerItem(registry, "charm_haggler", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM)); registerItem(registry, "charm_experience_tome", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM)); registerItem(registry, "charm_auto_smelt", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM)); registerItem(registry, "charm_lava_walking", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM)); registerItem(registry, "charm_storm", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM)); registerItem(registry, "charm_minion_health", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM)); registerItem(registry, "charm_minion_variants", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM)); registerItem(registry, "charm_flight", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM)); registerItem(registry, "charm_growth", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM)); registerItem(registry, "charm_abseiling", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM)); registerItem(registry, "charm_silk_touch", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM)); registerItem(registry, "charm_stop_time", new ItemArtefact(EnumRarity.EPIC, ItemArtefact.Type.CHARM)); registerItem(registry, "charm_light", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM)); registerItem(registry, "charm_transportation", new ItemArtefact(EnumRarity.RARE, ItemArtefact.Type.CHARM)); registerItem(registry, "charm_feeding", new ItemArtefact(EnumRarity.UNCOMMON, ItemArtefact.Type.CHARM)); } /** Called from init() in the main mod class to register wizardry's dispenser behaviours. */ public static void registerDispenseBehaviours(){ BlockDispenser.DISPENSE_BEHAVIOR_REGISTRY.putObject(firebomb, new BehaviorProjectileDispense(){ @Override protected IProjectile getProjectileEntity(World world, IPosition position, ItemStack stack){ EntityFirebomb entity = new EntityFirebomb(world); entity.setPosition(position.getX(), position.getY(), position.getZ()); return entity; } }); BlockDispenser.DISPENSE_BEHAVIOR_REGISTRY.putObject(poison_bomb, new BehaviorProjectileDispense(){ @Override protected IProjectile getProjectileEntity(World world, IPosition position, ItemStack stack){ EntityPoisonBomb entity = new EntityPoisonBomb(world); entity.setPosition(position.getX(), position.getY(), position.getZ()); return entity; } }); BlockDispenser.DISPENSE_BEHAVIOR_REGISTRY.putObject(smoke_bomb, new BehaviorProjectileDispense(){ @Override protected IProjectile getProjectileEntity(World world, IPosition position, ItemStack stack){ EntitySmokeBomb entity = new EntitySmokeBomb(world); entity.setPosition(position.getX(), position.getY(), position.getZ()); return entity; } }); BlockDispenser.DISPENSE_BEHAVIOR_REGISTRY.putObject(spark_bomb, new BehaviorProjectileDispense(){ @Override protected IProjectile getProjectileEntity(World world, IPosition position, ItemStack stack){ EntitySparkBomb entity = new EntitySparkBomb(world); entity.setPosition(position.getX(), position.getY(), position.getZ()); return entity; } }); BlockDispenser.DISPENSE_BEHAVIOR_REGISTRY.putObject(scroll, new BehaviourSpellDispense()); } public static void populateWandMap(){ WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.MAGIC), magic_wand); WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.FIRE), novice_fire_wand); WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.ICE), novice_ice_wand); WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.LIGHTNING), novice_lightning_wand); WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.NECROMANCY), novice_necromancy_wand); WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.EARTH), novice_earth_wand); WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.SORCERY), novice_sorcery_wand); WAND_MAP.put(ImmutablePair.of(Tier.NOVICE, Element.HEALING), novice_healing_wand); WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.MAGIC), apprentice_wand); WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.FIRE), apprentice_fire_wand); WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.ICE), apprentice_ice_wand); WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.LIGHTNING), apprentice_lightning_wand); WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.NECROMANCY), apprentice_necromancy_wand); WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.EARTH), apprentice_earth_wand); WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.SORCERY), apprentice_sorcery_wand); WAND_MAP.put(ImmutablePair.of(Tier.APPRENTICE, Element.HEALING), apprentice_healing_wand); WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.MAGIC), advanced_wand); WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.FIRE), advanced_fire_wand); WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.ICE), advanced_ice_wand); WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.LIGHTNING), advanced_lightning_wand); WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.NECROMANCY), advanced_necromancy_wand); WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.EARTH), advanced_earth_wand); WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.SORCERY), advanced_sorcery_wand); WAND_MAP.put(ImmutablePair.of(Tier.ADVANCED, Element.HEALING), advanced_healing_wand); WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.MAGIC), master_wand); WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.FIRE), master_fire_wand); WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.ICE), master_ice_wand); WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.LIGHTNING), master_lightning_wand); WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.NECROMANCY), master_necromancy_wand); WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.EARTH), master_earth_wand); WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.SORCERY), master_sorcery_wand); WAND_MAP.put(ImmutablePair.of(Tier.MASTER, Element.HEALING), master_healing_wand); } public static void populateArmourMap(){ ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.MAGIC), wizard_hat); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.FIRE), wizard_hat_fire); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.ICE), wizard_hat_ice); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.LIGHTNING), wizard_hat_lightning); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.NECROMANCY), wizard_hat_necromancy); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.EARTH), wizard_hat_earth); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.SORCERY), wizard_hat_sorcery); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.HEAD, Element.HEALING), wizard_hat_healing); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.MAGIC), wizard_robe); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.FIRE), wizard_robe_fire); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.ICE), wizard_robe_ice); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.LIGHTNING), wizard_robe_lightning); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.NECROMANCY), wizard_robe_necromancy); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.EARTH), wizard_robe_earth); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.SORCERY), wizard_robe_sorcery); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.CHEST, Element.HEALING), wizard_robe_healing); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.MAGIC), wizard_leggings); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.FIRE), wizard_leggings_fire); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.ICE), wizard_leggings_ice); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.LIGHTNING), wizard_leggings_lightning); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.NECROMANCY), wizard_leggings_necromancy); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.EARTH), wizard_leggings_earth); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.SORCERY), wizard_leggings_sorcery); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.LEGS, Element.HEALING), wizard_leggings_healing); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.MAGIC), wizard_boots); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.FIRE), wizard_boots_fire); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.ICE), wizard_boots_ice); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.LIGHTNING), wizard_boots_lightning); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.NECROMANCY), wizard_boots_necromancy); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.EARTH), wizard_boots_earth); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.SORCERY), wizard_boots_sorcery); ARMOUR_MAP.put(ImmutablePair.of(EntityEquipmentSlot.FEET, Element.HEALING), wizard_boots_healing); } }