package electroblob.wizardry.spell; import electroblob.wizardry.item.SpellActions; import electroblob.wizardry.registry.Spells; import electroblob.wizardry.registry.WizardryItems; import electroblob.wizardry.registry.WizardryPotions; import electroblob.wizardry.util.*; import electroblob.wizardry.util.MagicDamage.DamageType; import electroblob.wizardry.util.ParticleBuilder.Type; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.potion.PotionEffect; import net.minecraft.util.EnumFacing; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.Vec3d; import net.minecraft.util.text.TextComponentTranslation; import net.minecraft.world.World; import net.minecraftforge.event.entity.living.LivingEvent.LivingUpdateEvent; import net.minecraftforge.event.entity.living.LivingHurtEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; @Mod.EventBusSubscriber public class Paralysis extends SpellRay { /** Creatures with this much health or less will snap out of paralysis - but only when they take damage, so a * creature on critical health may still be paralysed, but if it takes any damage at all the paralysis effect * will end. */ private static final String CRITICAL_HEALTH = "critical_health"; public Paralysis(){ super("paralysis", SpellActions.POINT, false); addProperties(DAMAGE, EFFECT_DURATION, CRITICAL_HEALTH); } @Override protected boolean onEntityHit(World world, Entity target, Vec3d hit, EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers){ if(EntityUtils.isLiving(target)){ if(world.isRemote){ // Rather neatly, the entity can be set here and if it's null nothing will happen. ParticleBuilder.create(Type.BEAM).entity(caster).clr(0.2f, 0.6f, 1) .pos(caster != null ? origin.subtract(caster.getPositionVector()) : origin).target(target).spawn(world); ParticleBuilder.create(Type.LIGHTNING).entity(caster) .pos(caster != null ? origin.subtract(caster.getPositionVector()) : origin).target(target).spawn(world); } // This is a lot neater than it was, thanks to the damage type system. if(MagicDamage.isEntityImmune(DamageType.SHOCK, target)){ if(!world.isRemote && caster instanceof EntityPlayer) ((EntityPlayer)caster).sendStatusMessage( new TextComponentTranslation("spell.resist", target.getName(), this.getNameForTranslationFormatted()), true); }else{ target.attackEntityFrom(MagicDamage.causeDirectMagicDamage(caster, DamageType.SHOCK), getProperty(DAMAGE).floatValue() * modifiers.get(SpellModifiers.POTENCY)); } ((EntityLivingBase)target).addPotionEffect(new PotionEffect(WizardryPotions.paralysis, (int)(getProperty(EFFECT_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade)), 0)); } return false; } @Override protected boolean onBlockHit(World world, BlockPos pos, EnumFacing side, Vec3d hit, EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers){ if(world.isRemote){ if(world.getBlockState(pos).getMaterial().isSolid()){ Vec3d vec = hit.add(new Vec3d(side.getDirectionVec()).scale(GeometryUtils.ANTI_Z_FIGHTING_OFFSET)); ParticleBuilder.create(Type.SCORCH).pos(vec).face(side).clr(0.4f, 0.8f, 1).spawn(world); } } return false; } @Override protected boolean onMiss(World world, EntityLivingBase caster, Vec3d origin, Vec3d direction, int ticksInUse, SpellModifiers modifiers){ // This is first because we want the endpoint to be unaffected by the offset Vec3d endpoint = origin.add(direction.scale(getProperty(RANGE).floatValue() * modifiers.get(WizardryItems.range_upgrade))); if(world.isRemote){ ParticleBuilder.create(Type.LIGHTNING).time(4).pos(origin).target(endpoint).scale(0.5f).spawn(world); ParticleBuilder.create(Type.BEAM).clr(0.2f, 0.6f, 1).time(4).pos(origin) .target(endpoint).spawn(world); } return true; } // See WizardryClientEventHandler for prevention of players' movement under the effects of paralysis // TODO: (Animated?) screen overlay effect for paralysed players in first-person @SubscribeEvent public static void onLivingUpdateEvent(LivingUpdateEvent event){ // Disables entities' AI when under the effects of paralysis and re-enables it on the last update of the effect // - this can't be in the potion class because it requires access to the duration and hence the actual // PotionEffect instance if(event.getEntity() instanceof EntityLiving && event.getEntityLiving().isPotionActive(WizardryPotions.paralysis)){ int timeLeft = event.getEntityLiving().getActivePotionEffect(WizardryPotions.paralysis).getDuration(); ((EntityLiving)event.getEntity()).setNoAI(timeLeft > 1); } } @SubscribeEvent public static void onLivingHurtEvent(LivingHurtEvent event){ // Paralysed creatures snap out of paralysis when they take critical damage if(event.getEntityLiving().isPotionActive(WizardryPotions.paralysis) && event.getEntityLiving().getHealth() - event.getAmount() <= Spells.paralysis.getProperty(CRITICAL_HEALTH).floatValue()){ event.getEntityLiving().removePotionEffect(WizardryPotions.paralysis); } } }