package electroblob.wizardry.entity.living;
import com.google.common.base.Predicate;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.data.WizardData;
import electroblob.wizardry.integration.DamageSafetyChecker;
import electroblob.wizardry.item.ISpellCastingItem;
import electroblob.wizardry.util.*;
import electroblob.wizardry.util.MagicDamage.DamageType;
import electroblob.wizardry.util.ParticleBuilder.Type;
import io.netty.buffer.ByteBuf;
import net.minecraft.entity.*;
import net.minecraft.entity.monster.IMob;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.DamageSource;
import net.minecraft.util.EntityDamageSource;
import net.minecraft.util.EntityDamageSourceIndirect;
import net.minecraft.util.EnumHand;
import net.minecraftforge.event.entity.living.LivingAttackEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.fml.common.registry.IEntityAdditionalSpawnData;
import javax.annotation.Nullable;
import java.lang.ref.WeakReference;
import java.util.Arrays;
import java.util.UUID;
/**
* Interface for all summoned creatures. The code for summoned creatures has been overhauled in Wizardry 2.1, and this
* interface allows summoned creatures to extend vanilla (or indeed modded) entity classes, so
* EntitySummonedZombie now extends EntityZombie, for example. This change has two major
* benefits:
*
* - There is no longer any need for separate render classes, because summoned creatures are now instances of vanilla
* types. You don't even need to assign a render class because the supertype should already be assigned the
* correct one.
* - Summoned creature classes are now much more robust when it comes to changes between Minecraft versions, since none
* of the vanilla code needs to be copied.
*
* Summoned creatures that do not emulate vanilla entities do not directly implement this interface. Instead,
* they should extend the abstract base implementation, {@link EntitySummonedCreature}.
*
* All damage dealt by ISummonedCreature instances is redirected via
* {@link ISummonedCreature#onLivingAttackEvent(LivingAttackEvent)
* ISummonedCreature.onLivingAttackEvent(LivingAttackEvent)} and replaced by an instance of
* {@link IElementalDamage IElementalDamage} with the summoner of that creature as the source
* rather than the creature itself. This means that kills by summoned creatures register as kills for their owner,
* dropping xp and rare loot if that owner is a player.
*
* Though this system is a lot better than the previous system, it is not a perfect solution. The old
* EntitySummonedCreature class overrode some methods from Entity in order to add shared functionality, but this cannot
* be done with an interface. To get around this problem, this interface contains 5 delegate methods that do the same
* things, with the aim of centralising as much code as possible, even though it is not automatically applied.
* Implementing classes must override the corresponding methods from Entity, and within them, call the appropriate
* delegate method in this interface. It is impossible to enforce this condition, but the summoned creature will not
* work properly unless it is adhered to. The position of the delegate method call is unimportant, but by convention
* it is usually at the start of the calling method, which avoids it being unintentionally skipped by a return
* statement (except for methods where the result of the delegate method should itself be returned).
*
* It is recommended that when implementing this interface, you begin by copying {@link EntitySummonedCreature} to
* ensure all the relevant methods are duplicated. You can then change the superclass, override any additional methods
* and add functionality to any that are already overridden. You will always want to override the AI methods at the very
* least.
*
* Due to the limitations of interfaces, some methods that really ought to be protected are public. These are clearly
* marked as 'Internal, DO NOT CALL'. Don't call them, only implement them.
*
* @since Wizardry 2.1
* @author Electroblob
*/
/* Quite honestly, this is not what default methods are really for. However, this is modding, and in modding some
* sacrifices have to be made when it comes to Java style - because adding on to a pre-existing program is not a good
* way of doing this sort of thing anyway, but we have no choice about that! */
@Mod.EventBusSubscriber
public interface ISummonedCreature extends IEntityAdditionalSpawnData, IEntityOwnable {
// Remember that ALL fields are static and final in interfaces, even if they don't explicitly state that.
String NAMEPLATE_TRANSLATION_KEY = "entity." + Wizardry.MODID + ":summonedcreature.nameplate";
// Setters and getters. The subclass fields that these access should be private.
/** Sets the lifetime of the summoned creature in ticks. */
void setLifetime(int ticks);
/**
* Returns the lifetime of the summoned creature in ticks. Allows primarily for duration multiplier support, but
* also for example the skeleton legion spell which lasts for 60 seconds instead of the usual 30. Syncing and saving
* is done automatically. As of Wizardry 2.1, despawning is handled in ISummonedCreature; see
* {@link ISummonedCreature#onDespawn()} for details.
*/
int getLifetime();
/** Internal, do not use. Implementing classes should implement this to set their owner UUID field. */
void setOwnerId(UUID uuid);
/** Returns the UUID of the owner of this summoned creature, or null if it does not have an owner.
* Implementing classes should implement this to return their owner UUID field. */
@Nullable
@Override
UUID getOwnerId(); // Only overridden because I wanted to add javadoc!
@Nullable
@Override
default Entity getOwner(){
return getCaster(); // Delegate to getCaster
}
/**
* Returns the EntityLivingBase that summoned this creature, or null if it no longer exists. Cases where the entity
* may no longer exist are: entity died or was deleted, mob despawned, player logged out, entity teleported to
* another dimension, or this creature simply had no caster in the first place.
*/
@Nullable
default EntityLivingBase getCaster(){ // Kept despite the above method because it returns an EntityLivingBase
if(this instanceof Entity){ // Bit of a cheat but it saves having yet another method just to get the world
Entity entity = WizardryUtilities.getEntityByUUID(((Entity)this).world, getOwnerId());
if(entity != null && !(entity instanceof EntityLivingBase)){ // Should never happen
Wizardry.logger.warn("{} has a non-living owner!", this);
return null;
}
return (EntityLivingBase)entity;
}else{
Wizardry.logger.warn("{} implements ISummonedCreature but is not an SoundLoopSpellEntity!", this.getClass());
return null;
}
}
/**
* Sets the EntityLivingBase that summoned this creature.
*/
default void setCaster(@Nullable EntityLivingBase caster){
setOwnerId(caster == null ? null : caster.getUniqueID());
}
// Miscellaneous
/**
* Called by the server when constructing the spawn packet. Data should be added to the provided stream.
* Implementors must call super when overriding.
*
* @param buffer The packet data stream
*/
@Override
default void writeSpawnData(ByteBuf buffer){
buffer.writeInt(getCaster() != null ? getCaster().getEntityId() : -1);
buffer.writeInt(getLifetime());
}
/**
* Called by the client when it receives a Entity spawn packet. Data should be read out of the stream in the same
* way as it was written. Implementors must call super when overriding.
*
* @param buffer The packet data stream
*/
@Override
default void readSpawnData(ByteBuf buffer){
int id = buffer.readInt();
// We're on the client side here, so we can safely use Minecraft.getMinecraft().world via proxies.
if(id > -1){
Entity entity = Wizardry.proxy.getTheWorld().getEntityByID(id);
if(entity instanceof EntityLivingBase) setCaster((EntityLivingBase)entity);
else Wizardry.logger.warn("Received a spawn packet for entity {}, but no living entity matched the supplied ID", this);
}
setLifetime(buffer.readInt());
}
/**
* Determines whether the given target is valid. Used by the default target selector (see
* {@link ISummonedCreature#getTargetSelector()}) and revenge targeting checks. This method is responsible for the
* ally designation system, default classes that may be targeted and the config whitelist/blacklist.
* Implementors may override this if they want to do something different or add their own checks.
* @see AllyDesignationSystem#isValidTarget(Entity, Entity)
*/
default boolean isValidTarget(Entity target){
// If the target is valid based on the ADS...
if(AllyDesignationSystem.isValidTarget(this.getCaster(), target)){
// ...and is a player, they can be attacked, since players can't be in the whitelist or the
// blacklist...
if(target instanceof EntityPlayer){
// ...unless the creature was summoned by a good wizard who the player has not angered.
if(getCaster() instanceof EntityWizard){
if(getCaster().getRevengeTarget() != target
&& ((EntityWizard)getCaster()).getAttackTarget() != target) {
return false;
}
}
return true;
}
// ...and is a mob, a summoned creature, a wizard...
if((target instanceof IMob || target instanceof ISummonedCreature
|| (target instanceof EntityWizard && !(getCaster() instanceof EntityWizard))
// ...or something that's attacking the owner...
|| (target instanceof EntityLiving && ((EntityLiving)target).getAttackTarget() == getCaster())
// ...or in the whitelist...
|| Arrays.asList(Wizardry.settings.summonedCreatureTargetsWhitelist)
.contains(EntityList.getKey(target.getClass())))
// ...and isn't in the blacklist...
&& !Arrays.asList(Wizardry.settings.summonedCreatureTargetsBlacklist)
.contains(EntityList.getKey(target.getClass()))){
// ...it can be attacked.
return true;
}
}
return false;
}
/**
* Returns a entity selector to be passed into AI methods. Normally, this should not be overridden, but it is
* possible for implementors to override this in order to do something special when selecting a target.
*/
default Predicate getTargetSelector(){
return entity -> !entity.isInvisible() && (getCaster() == null ? entity instanceof EntityPlayer &&
!((EntityPlayer)entity).isCreative() : isValidTarget(entity));
}
/**
* Called when this creature has existed for 1 tick, effectively when it has just been spawned. Normally used to add
* particles, sounds, etc.
*/
void onSpawn();
/**
* Called when this summoned creature vanishes. Normally used to add particles, sounds, etc.
*/
void onDespawn();
/** Whether this creature should spawn a subtle black swirl particle effect while alive. */
boolean hasParticleEffect();
/**
* Called from the event handler after the damage change is applied. Does nothing by default, but can be overridden
* to do something when a successful attack is made. This was added because the event-based damage source system can
* cause parts of attackEntityAsMob not to fire, since attackEntityFrom is intercepted and canceled.
*
* Usage examples: {@link EntitySilverfishMinion} uses this to summon more silverfish if the target is killed,
* {@link EntitySkeletonMinion} and {@link EntitySpiderMinion} use this to add potion effects to the target.
*/
default void onSuccessfulAttack(EntityLivingBase target){
}
// Delegates
/**
* Implementors should call this from writeEntityToNBT. Can be overridden as long as super is called, but there's
* very little point in doing that since anything extra could just be added to writeEntityToNBT anyway.
*/
default void writeNBTDelegate(NBTTagCompound tagcompound){
if(this.getCaster() != null){
tagcompound.setUniqueId("casterUUID", this.getCaster().getUniqueID());
}
tagcompound.setInteger("lifetime", getLifetime());
}
/**
* Implementors should call this from readEntityFromNBT. Can be overridden as long as super is called, but there's
* very little point in doing that since anything extra could just be added to readEntityFromNBT anyway.
*/
default void readNBTDelegate(NBTTagCompound tagcompound){
this.setOwnerId(tagcompound.getUniqueId("casterUUID"));
this.setLifetime(tagcompound.getInteger("lifetime"));
}
/**
* Implementors should call this from setRevengeTarget, and call super.setRevengeTarget if and only if this method
* returns true.
*/
default boolean shouldRevengeTarget(EntityLivingBase entity){
// Allows the config to prevent minions from revenge-targeting their owners (or anything else, for that matter)
return Wizardry.settings.minionRevengeTargeting || isValidTarget(entity);
}
/**
* Implementors should call this from onUpdate. Can be overridden as long as super is called, but there's very
* little point in doing that since anything extra could just be added to onUpdate anyway.
*/
default void updateDelegate(){
if(!(this instanceof Entity))
throw new ClassCastException("Implementations of ISummonedCreature must extend SoundLoopSpellEntity!");
Entity thisEntity = ((Entity)this);
if(thisEntity.ticksExisted == 1){
this.onSpawn();
}
// For some reason Minecraft reads the entity from NBT just after the entity is created, so setting -1 as a
// default lifetime doesn't work. The easiest way around this is to use 0 - nobody's going to need it!
if(thisEntity.ticksExisted > this.getLifetime() && this.getLifetime() > 0){
this.onDespawn();
thisEntity.setDead();
}
if(this.hasParticleEffect() && thisEntity.world.isRemote && thisEntity.world.rand.nextInt(8) == 0)
ParticleBuilder.create(Type.DARK_MAGIC)
.pos(thisEntity.posX, thisEntity.posY + thisEntity.world.rand.nextDouble() * 1.5, thisEntity.posZ)
.clr(0.1f, 0.0f, 0.0f)
.spawn(thisEntity.world);
}
/**
* Implementors should call this from processInteract, and call super.processInteract if and only if this method
* returns false.
*/
default boolean interactDelegate(EntityPlayer player, EnumHand hand){
ItemStack stack = player.getHeldItem(hand);
WizardData data = WizardData.get(player);
// Selects one of the player's minions.
if(player.isSneaking() && stack.getItem() instanceof ISpellCastingItem){
if(!player.world.isRemote && data != null && this.getCaster() == player){
if(data.selectedMinion != null && data.selectedMinion.get() == this){
// Deselects the selected minion if right-clicked again
data.selectedMinion = null;
}else{
// Selects this minion
data.selectedMinion = new WeakReference<>(this);
}
data.sync();
}
return true;
}
return false;
}
// Damage system
@SubscribeEvent
static void onLivingAttackEvent(LivingAttackEvent event){
// Rather than bother overriding entire attack methods in ISummonedCreature implementations, it's easier (and
// more robust) to use LivingAttackEvent to modify the damage source.
if(event.getSource().getTrueSource() instanceof ISummonedCreature){
EntityLivingBase summoner = ((ISummonedCreature)event.getSource().getTrueSource()).getCaster();
if(summoner != null){
event.setCanceled(true);
DamageSource newSource = event.getSource();
// Copies over the original DamageType if appropriate.
DamageType type = event.getSource() instanceof IElementalDamage
? ((IElementalDamage)event.getSource()).getType()
: DamageType.MAGIC;
// Copies over the original isRetaliatory flag if appropriate.
boolean isRetaliatory = event.getSource() instanceof IElementalDamage
&& ((IElementalDamage)event.getSource()).isRetaliatory();
// All summoned creatures are classified as magic, so it makes sense to do it this way.
if(event.getSource() instanceof EntityDamageSourceIndirect){
newSource = new IndirectMinionDamage(event.getSource().damageType,
event.getSource().getImmediateSource(), event.getSource().getTrueSource(), summoner, type,
isRetaliatory);
}else if(event.getSource() instanceof EntityDamageSource){
// Name is copied over so it uses the appropriate vanilla death message
newSource = new MinionDamage(event.getSource().damageType, event.getSource().getTrueSource(), summoner,
type, isRetaliatory);
}
// Copy over any relevant 'attributes' the original DamageSource might have had.
if(event.getSource().isExplosion()) newSource.setExplosion();
if(event.getSource().isFireDamage()) newSource.setFireDamage();
if(event.getSource().isProjectile()) newSource.setProjectile();
// For some reason Minecraft calculates knockback relative to DamageSource#getTrueSource. In vanilla this
// is unnoticeable, but it looks a bit weird with summoned creatures involved - so this fixes that.
// Damage safety checker falls back to the original damage source, so it behaves as if the creature has
// no summoner.
if(DamageSafetyChecker.attackEntitySafely(event.getEntity(), newSource, event.getAmount(), event.getSource(), false)){
// Uses event.getSource().getTrueSource() as this means the target is knocked back from the minion
WizardryUtilities.applyStandardKnockback(event.getSource().getTrueSource(), event.getEntityLiving());
((ISummonedCreature)event.getSource().getTrueSource()).onSuccessfulAttack(event.getEntityLiving());
// If the target revenge-targeted the summoner, make it revenge-target the minion instead
// (if it didn't revenge-target, do nothing)
if(event.getEntityLiving().getRevengeTarget() == summoner
&& event.getSource().getTrueSource() instanceof EntityLivingBase){
event.getEntityLiving().setRevengeTarget((EntityLivingBase)event.getSource().getTrueSource());
}
}
}
}
}
}