package electroblob.wizardry.spell;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.constants.Element;
import electroblob.wizardry.constants.SpellType;
import electroblob.wizardry.constants.Tier;
import electroblob.wizardry.entity.living.EntityWizard;
import electroblob.wizardry.item.ItemScroll;
import electroblob.wizardry.item.ItemSpellBook;
import electroblob.wizardry.packet.PacketSpellProperties;
import electroblob.wizardry.packet.WizardryPacketHandler;
import electroblob.wizardry.registry.Spells;
import electroblob.wizardry.registry.WizardrySounds;
import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.SpellProperties;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.item.EnumAction;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.SoundEvent;
import net.minecraft.util.math.Vec3d;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentTranslation;
import net.minecraft.world.World;
import net.minecraftforge.event.RegistryEvent;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import net.minecraftforge.registries.ForgeRegistry;
import net.minecraftforge.registries.IForgeRegistry;
import net.minecraftforge.registries.IForgeRegistryEntry;
import javax.annotation.Nonnull;
import javax.annotation.Nullable;
import java.util.*;
import java.util.function.Predicate;
import java.util.stream.Collectors;
/**
* Generic spell class which is the superclass to all spells in wizardry. When extending this class, you must do the
* following:
*
* - Have a constructor which passes all necessary constants into the super constructor. I define the constants here so
* that the constructor for an individual spell has no parameters, but you may prefer to pass in the parameters when the
* spell is registered, so all the mana costs etc. are in one place like a sort of sandbox.
*
* - Implement the {@link Spell#cast(World, EntityPlayer, EnumHand, int, SpellModifiers)} method, in which you should
* execute the code that makes the spell work, and return true or false depending on whether the spell succeeded and
* therefore whether mana should be used up.
*
* - Register the spell using {@link RegistryEvent.Register}, with {@link Spell} as the type parameter. Each spell
* should have a single instance, like blocks and items. As of Wizardry 2.1, spells use the Forge registry system.
* Related methods such as {@link Spell#metadata()} and {@link Spell#byMetadata(int)} have been re-routed to use this system, leaving
* minimal external changes. Note also that the constructor automatically sets the registry name for you, though you may
* change it afterwards if necessary.
*
* Also note that you can override some other methods from this class. For example, to add a specific kind of formatting
* to a spell name or description, you can override {@link Spell#getDisplayName()},
* {@link Spell#getDisplayNameWithFormatting()} or {@link Spell#getDescription()} and append the formatting code (though
* you will have to call super() to get the name itself, since the unlocalised name is private). See
* {@link SummonShadowWraith#getDescription()} for an example.
*
* This class is also home to some useful static methods for interacting with the spell registry:
*
* {@link Spell#byMetadata(int)} gets a spell instance from its integer metadata, which corresponds to the metadata of its spell
* book.
* {@link Spell#get(String)} gets a spell instance from its unlocalised name.
* {@link Spell#getSpells(Predicate)} returns a list of spell instances that match the given {@link Predicate}.
* {@link Spell#getTotalSpellCount()} returns the total number of registered spells.
*
* Spell implements the {@link Comparable} interface, and as such, any collection of spells can be sorted. Spells are
* sorted by increasing tier (see {@link Tier}), from novice to master. Within each tier, spells are sorted by element,
* the order of which is as defined in {@link Element} (i.e. magic, fire, ice, lightning, necromancy, earth, sorcery,
* healing).
*
*
* @since Wizardry 1.0
* @see ItemSpellBook ItemSpellBook
* @see ItemScroll ItemScroll
* @see Spells
*/
public abstract class Spell extends IForgeRegistryEntry.Impl implements Comparable {
// Spell checklist:
// - Create and register spell, add texture and properties json file
// - Add name AND description to lang files
// - Add sound(s) to sounds.json
// - Add to advancements/all_spells.json
// Common property identifiers
public static final String DAMAGE = "damage";
public static final String RANGE = "range";
public static final String DURATION = "duration";
public static final String EFFECT_RADIUS = "effect_radius";
public static final String BLAST_RADIUS = "blast_radius";
public static final String EFFECT_DURATION = "effect_duration";
public static final String EFFECT_STRENGTH = "effect_strength";
public static final String BURN_DURATION = "burn_duration";
public static final String DIRECT_DAMAGE = "direct_damage";
public static final String SPLASH_DAMAGE = "splash_damage";
public static final String HEALTH = "health";
public static final String SEEKING_STRENGTH = "seeking_strength";
public static final String DIRECT_EFFECT_DURATION = "direct_effect_duration";
public static final String DIRECT_EFFECT_STRENGTH = "direct_effect_strength";
public static final String SPLASH_EFFECT_DURATION = "splash_effect_duration";
public static final String SPLASH_EFFECT_STRENGTH = "splash_effect_strength";
/** Forge registry-based replacement for the internal spells list. */
public static IForgeRegistry registry;
/** The unlocalised name of the spell. */
private final String unlocalisedName;
/** This spell's associated SpellProperties object. */
private SpellProperties properties;
/** Used in initialisation. */
private Set propertyKeys = new HashSet<>();
/** The action the player does when this spell is cast. */
public final EnumAction action;
/** Whether or not the spell is continuous (keeps going as long as the mouse button is held) */
public final boolean isContinuous;
/** ResourceLocation of the spell icon. */
private final ResourceLocation icon;
/** False if the spell has been disabled in the config file, true otherwise. This is now encapsulated to stop it
* being fiddled with. */
private boolean enabled = true;
/** The sound(s) played when this spell is cast. */
@Nullable
protected final SoundEvent[] sounds;
/** The volume of the sound played when this spell is cast. Defaults to 1. */
protected float volume = 1;
/** The pitch of the sound played when this spell is cast. Defaults to 1. */
protected float pitch = 1;
/** The pitch variation of the sound played when this spell is cast. Defaults to 0. */
protected float pitchVariation = 0;
private static int nextSpellId = 0;
/** The spell's integer ID, mainly used for networking. */
// This was added after I learnt the hard way why you can't assume Forge's registry IDs are sequential...
private final int id;
/**
* This constructor should be called from any subclasses, either feeding in the constants directly or through their
* own constructor from wherever the spell is registered. This is the constructor for wizardry's own spells; spells
* added by other mods should use
* {@link Spell#Spell(String, String, EnumAction, boolean)}.
* @param name The registry name of the spell. This will also be the name of the icon file. The spell's
* unlocalised name will be a resource location with the format [modid]:[name].
* @param action The vanilla usage action to be displayed when casting this spell.
* @param isContinuous Whether this spell is continuous, meaning you cast it for a length of time by holding the
*/
public Spell(String name, EnumAction action, boolean isContinuous){
this(Wizardry.MODID, name, action, isContinuous);
}
/**
* This constructor should be called from any subclasses, either feeding in the constants directly or through their
* own constructor from wherever the spell is registered.
* @param modID The mod id of the mod that added this spell. This allows wizardry to use the correct file path for
* the spell icon, and also more generally to distinguish between original and addon spells.
* @param name The registry name of the spell, excluding the mod id. This will also be the name of the icon
* file. The spell's unlocalised name will be a resource location with the format [modid]:[name].
* @param action The vanilla usage action to be displayed when casting this spell (see {@link}EnumAction)
* @param isContinuous Whether this spell is continuous, meaning you cast it for a length of time by holding the
*/
public Spell(String modID, String name, EnumAction action, boolean isContinuous){
this.setRegistryName(modID, name);
this.unlocalisedName = this.getRegistryName().toString();
this.action = action;
this.isContinuous = isContinuous;
this.icon = new ResourceLocation(modID, "textures/spells/" + name + ".png");
this.sounds = createSounds();
this.id = nextSpellId++;
}
// ========================================= Initialisation methods ===========================================
/** Called from {@code init()} in the main mod class. Used to initialise spell fields and properties that depend on
* other things being registered (e.g. potions). Always initialise things in the constructor wherever possible. */
public void init(){}
/**
* Called from the constructor to initialise this spell's sounds. By default, this creates and returns a 1-element
* array containing a single sound event called {@code spell.[unlocalised name]}. Override this to add a custom
* sound array, perhaps using one of the convenience methods (see below).
* @return An array of sound events played by this spell.
* @see Spell#createSoundWithSuffix(String)
* @see Spell#createContinuousSpellSounds
* @see Spell#playSound(World, double, double, double, int, int, SpellModifiers, String...)
*/
protected SoundEvent[] createSounds(){
return new SoundEvent[]{WizardrySounds.createSound("spell." + this.getRegistryName().getPath())};
}
// Note 1: The aim here is conciseness. Keeping the identifiers in the spell classes means we don't usually have to
// qualify them with a class name, we can simply type RANGE or whatever.
// Note 2: Identifiers should be named concisely but descriptively. Usually, "range" will suffice, but "duration"
// is somewhat ambiguous - is it the duration of a potion effect, a conjured item, a summoned mob or the casting
// itself? This is why it is qualified as "effect_duration", "minion_lifetime", etc.
/**
* Adds the given JSON identifiers to the configurable base properties of this spell. This should be called from
* the constructor or {@link Spell#init()}. It is highly recommended that property keys be defined as constants,
* as they will be needed later to retrieve the properties during the casting methods.
*
* General spell classes will call this method to set any properties they require in order to work properly, and
* the relevant keys will be public constants.
* @param keys One or more spell property keys to add to the spell. By convention, these are lowercase_with_underscores.
* If any of these already exists, a warning will be printed to the console.
* @return The spell instance, allowing this method to be chained onto the constructor.
* @throws IllegalStateException if this method is called after the spell properties have been initialised.
*/
// Nobody can remove property keys, which guarantees that spell classes always have the properties they need.
// It also means that subclasses need not worry about properties already defined and used in their superclass.
// Conversely, general spell classes ONLY EVER define the properties they ACTUALLY USE.
public final Spell addProperties(String... keys){
if(arePropertiesInitialised()) throw new IllegalStateException("Tried to add spell properties after they were initialised");
for(String key : keys) if(propertyKeys.contains(key)) Wizardry.logger.warn("Tried to add a duplicate property key '"
+ key + "' to spell " + this.getRegistryName());
Collections.addAll(propertyKeys, keys);
return this;
}
/** Internal, do not use. */
public final String[] getPropertyKeys(){
return propertyKeys.toArray(new String[0]);
}
/** Returns true if this spell's properties have been initialised, false if not. Check this if you're attempting
* to access them from code that could be called before wizardry's {@code init()} method (e.g. item attributes). */
public final boolean arePropertiesInitialised(){
return properties != null;
}
/** Sets this spell's properties to the given {@link SpellProperties} object, but only if it doesn't already
* have one. This prevents spell properties from being changed after initialisation. */
public void setProperties(@Nonnull SpellProperties properties){
if(!arePropertiesInitialised()){
this.properties = properties;
}else{
Wizardry.logger.info("A mod attempted to set a spell's properties, but they were already initialised.");
}
}
/** Called from the event handler when a player logs in. */
public static void syncProperties(EntityPlayer player){
if(player instanceof EntityPlayerMP){
// On the server side, send a packet to the player to synchronise their spell properties
// To avoid sending extra data unnecessarily, the spell properties are sent in order of spell ID
List spells = new ArrayList<>(registry.getValuesCollection());
spells.sort(Comparator.comparingInt(Spell::networkID));
WizardryPacketHandler.net.sendToAll(new PacketSpellProperties.Message(spells.stream()
.map(s -> s.properties).toArray(SpellProperties[]::new)));
}else{
// On the client side, wipe the spell properties so the new ones can be set
for(Spell spell : registry){
spell.properties = null; // TESTME: Can we guarantee this happens before the packet arrives?
}
}
}
// These three methods are final because they are for use by subclasses (and are pseudo-static, so to speak).
/**
* Convenience method that generates a sound event for this spell, with the given suffix.
* @param suffix The suffix to use in the name of the returned sound event (excluding the dot)
* @return A sound event called {@code spell.[unlocalised name].[suffix]}, where [suffix] is the given string.
* @see Spell#createSoundsWithSuffixes(String[])
*/
public final SoundEvent createSoundWithSuffix(String suffix){
return WizardrySounds.createSound("spell." + this.getRegistryName().getPath() + "." + suffix);
}
/**
* Compact version of {@link Spell#createSoundWithSuffix(String)} which accepts multiple suffixes and packs them
* into an array.
* @param suffixes 1 or more suffixes to use in the names of the returned sound events (excluding dots)
* @return An array of the resulting sound events.
*/
public final SoundEvent[] createSoundsWithSuffixes(String... suffixes){
return Arrays.stream(suffixes).map(this::createSoundWithSuffix).toArray(SoundEvent[]::new);
}
/**
* Convenience method that generates an array of 3 sound events which can be fed directly into either of the
* continuous spell sound classes' constructors.
* @return An array of three sound events called {@code spell.[unlocalised name].start},
* {@code spell.[unlocalised name].loop} and {@code spell.[unlocalised name].end} respectively.
*/
public final SoundEvent[] createContinuousSpellSounds(){
return createSoundsWithSuffixes("start", "loop", "end");
}
// ============================================ Casting methods ==============================================
/**
* Casts the spell. Each subclass must override this method and within it execute the code to make the spell work.
* Returns a boolean so that the main onItemRightClick or onUsingItemTick method can check if the spell was actually
* cast or whether a spell specific condition caused it not to be (for example, heal won't work if the player is on
* full health), preventing unfair drain of mana.
*
* Each spell must return true when it works or the spell will not use up mana. Note that (!world.isRemote) does not
* count as a condition; return true should be outside it - in other words, return a value on both the client and
* the server.
*
* It's worth noting that on the client side, this method only gets called if the server side cast() method
* succeeded, so you can put any particle spawning code outside of any success conditions if there are discrepancies
* between client and server.
*
* @param world The world in which the spell is being cast.
* @param caster The EntityPlayer that cast the spell.
* @param hand The hand that is holding the item used to cast the spell. If no item was used, this will be the main
* hand.
* @param ticksInUse The number of ticks the spell has already been cast for. For all non-continuous spells, this is
* 0 and is not used. For continuous spells, it is passed in as the maximum use duration of the item minus
* the count parameter in onUsingItemTick and therefore it increases by 1 each tick.
* @param modifiers A {@link SpellModifiers} object containing the modifiers that have been applied to the spell.
* See the javadoc for that class for more information. If no modifiers are required, pass in
* {@code new SpellModifiers()}.
* @return True if the spell succeeded and mana should be used up, false if not.
*/
public abstract boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers);
/**
* Casts the spell, but with an EntityLiving as the caster. Each subclass can optionally override this method and
* within it execute the code to make the spell work. Returns a boolean to allow whatever calls this method to check
* if the spell was actually cast or whether a spell specific condition caused it not to be (for example, heal won't
* work if the caster is on full health).
*
* This method is intended for use by NPCs (see {@link EntityWizard}) so that they can cast spells. Override it if
* you want a spell to be cast by wizards. Note that you must also override {@link Spell#canBeCastByNPCs()} to
* return true to allow wizards to select the spell. For some spells, this method may well be exactly the same as
* the regular cast method; for others it won't be - for example, projectile-based spells are normally done using
* the player's look vector, but NPCs need to use a target-based method instead.
*
* Each spell must return true when it works. Note that (!world.isRemote) does not count as a condition; return true
* should be outside it - in other words, return a value on both the client and the server.
*
* It's worth noting that on the client side, this method only gets called if the server side cast() method
* succeeded, so you can put any particle spawning code outside of any success conditions if there are discrepancies
* between client and server.
*
* @param world The world in which the spell is being cast.
* @param caster The EntityLiving that cast the spell.
* @param hand The hand that is holding the item used to cast the spell. This will almost certainly be the main
* hand.
* @param ticksInUse The number of ticks the spell has already been cast for. For all non-continuous spells, this is
* 0 and is not used.
* @param target The EntityLivingBase that is targeted by the spell. May be null in some cases.
* @param modifiers A {@link SpellModifiers} object containing the modifiers that have been applied to the spell.
* See the javadoc for that class for more information. If no modifiers are required, pass in
* {@code new SpellModifiers()}.
* @return True if the spell succeeded, false if not. Returns false by default.
*/
public boolean cast(World world, EntityLiving caster, EnumHand hand, int ticksInUse, EntityLivingBase target,
SpellModifiers modifiers){
return false;
}
/**
* Casts the spell, but with an origin and a direction instead of a caster. Each subclass can optionally override this
* method and within it execute the code to make the spell work. Returns a boolean to allow whatever calls this method
* to check if the spell was actually cast or whether a spell specific condition caused it not to be (for example, heal
* won't work if the caster is on full health).
*
* This method is intended for use by dispensers and command blocks so that they can cast spells. Override it if
* you want a spell to be cast by dispensers. Note that you must also override {@link Spell#canBeCastByDispensers()} to
* return true to allow dispensers to select the spell. For some spells, this method may well be exactly the same as
* the regular cast method; for others it won't be - for example, projectile-based spells are normally done using
* the player's look vector, but dispensers need to use a facing-based method instead.
*
* Each spell must return true when it works. Note that (!world.isRemote) does not count as a condition; return true
* should be outside it - in other words, return a value on both the client and the server.
*
* It's worth noting that on the client side, this method only gets called if the server side cast() method
* succeeded, so you can put any particle spawning code outside of any success conditions if there are discrepancies
* between client and server.
*
* @param world The world in which the spell is being cast.
* @param x The x coordinate of the origin point of the spell.
* @param y The y coordinate of the origin point of the spell.
* @param z The z coordinate of the origin point of the spell.
* @param direction The cardinal (UDNSEW) direction in which the spell is being cast.
* @param ticksInUse The number of ticks the spell has already been cast for. For all non-continuous spells, this is
* 0 and is not used.
* @param duration The duration this spell will be cast for, or -1 if it will be cast indefinitely. For all
* non-continuous spells, this is 0 and is not used. This is intended for use in sound loops; there
* should be no need to use it for anything else.
* @param modifiers A {@link SpellModifiers} object containing the modifiers that have been applied to the spell.
* See the javadoc for that class for more information. If no modifiers are required, pass in
* {@code new SpellModifiers()}.
* @return True if the spell succeeded, false if not. Returns false by default.
*/
public boolean cast(World world, double x, double y, double z, EnumFacing direction, int ticksInUse, int duration, SpellModifiers modifiers){
return false;
}
/**
* Called when the spell stops being cast, either from running out of mana, being stopped by the caster, or due
* to a stack of scrolls running out. Only ever called for continuous spells. This method is mostly used
* for adding particle effects and sounds on spell finish.
*
* Because this method is not used in the majority of cases, it was deemed excessive to have three separate
* methods for players, NPCs and dispensers. Instead, some parameters may be null depending on the circumstances,
* similar to the implementation in {@link electroblob.wizardry.event.SpellCastEvent SpellCastEvent}.
* Be sure to check for this before using them!
*
* @param world The world in which the spell was cast.
* @param caster The player or NPC that cast the spell, or null if it was cast from a dispenser.
* @param x The x coordinate of the origin point of the spell, or NaN if the spell wasn't cast from a dispenser.
* @param y The y coordinate of the origin point of the spell, or NaN if the spell wasn't cast from a dispenser.
* @param z The z coordinate of the origin point of the spell, or NaN if the spell wasn't cast from a dispenser.
* @param direction The cardinal (UDNSEW) direction in which the spell was cast, or null if the spell wasn't cast
* from a dispenser.
* @param duration The number of ticks the spell was cast for.
* @param modifiers The modifiers the spell was cast with.
*/
// Conveniently, we can't always get a reference to the target for NPC casting once the spell ends (because it
// might have died or run off, or the NPC might have lost interest...) - so let's just not bother!
public void finishCasting(World world, @Nullable EntityLivingBase caster, double x, double y, double z,
@Nullable EnumFacing direction, int duration, SpellModifiers modifiers){}
/**
* Whether NPCs such as wizards can cast this spell. If you have overridden
* {@link Spell#cast(World, EntityLiving, EnumHand, int, EntityLivingBase, SpellModifiers)}, you should override
* this to return true.
*/
public boolean canBeCastByNPCs(){
return false;
}
/**
* Whether dispensers can cast this spell. If you have overridden
* {@link Spell#cast(World, double, double, double, EnumFacing, int, int, SpellModifiers)}, you should override this
* to return true.
*/
public boolean canBeCastByDispensers(){
return false;
}
/**
* Whether this spell requires a packet to be sent when it is cast. Returns true by default, but can be overridden
* to return false if the spell's cast() method does not use any code that must be executed client-side (i.e.
* particle spawning). This is not checked for continuous spells, because they never need to send packets.
*
* If in doubt, leave this method as is; it is purely an optimisation.
*
* @return false if the spell code should only be run on the server and the client of the player casting
* it
* true if the spell code should be run on the server and all clients in the dimension
*/
// Edit: Turns out that swingItem() actually sends packets to all nearby clients, but not the client doing the
// swinging.
// Also, now I think about it, this method isn't going to make the slightest bit of difference to the item usage
// actions since setItemInUse() is called in ItemWand, not the spell class - so the only thing that matters here is
// the particles.
public boolean requiresPacket(){
return true;
}
// ============================================ Getter methods ==============================================
/** Returns the metadata for this spell, which corresponds to its registry ID, or -1 if the spell has not been
* registered.
*
* Because of how the registry system works, this won't change once assigned for a given world so is guaranteed to
* be backwards-compatible by design. However, for this reason if spells are removed there may be gaps in the ID
* numbers. If a continuous set of IDs is required (for networking), use {@link Spell#networkID()}. */
public final int metadata(){
return ((ForgeRegistry)registry).getID(this);
}
/** Returns this spell's network ID number, similar to mod-specific entity IDs.
*
* Unlike {@link Spell#metadata()}, this is guaranteed to be sequential so is suitable for indexed lookup.
* However, it may change if spells are removed so is not backwards-compatible. This means it should not be
* used for data storage. */
public final int networkID(){
return id;
}
/** Returns the {@code ResourceLocation} for this spell's icon. */
public final ResourceLocation getIcon(){
return icon;
}
/** Returns the {@code SoundEvent}s for this spell's sound. */
public final SoundEvent[] getSounds(){
return sounds;
}
// Property getters - these are final to force addon devs to use the JSON system instead of just overriding them
/** Returns the tier that this spell belongs to. */
public final Tier getTier(){
return properties.tier;
}
/** Returns the element that this spell belongs to. */
public final Element getElement(){
return properties.element;
}
/** Returns the type of spell this is classified as. */
public final SpellType getType(){
return properties.type;
}
/** Returns the mana cost of the spell. If it is a continuous spell the cost is per second. */
public final int getCost(){
return properties.cost;
}
/** Returns the charge-up time for the spell in ticks. */
public final int getChargeup(){
return properties.chargeup;
}
/** Returns the cooldown for the spell in ticks. */
public final int getCooldown(){
return properties.cooldown;
}
/**
* Returns the base value specified in JSON for the given identifier. This may be used from within the spell
* class, or from elsewhere (entities, items, etc.) via the spell's instance.
*
* @param identifier The JSON identifier for the required property. This must have been defined using
* {@link Spell#addProperties(String...)} or an exception will be thrown.
* @return The base value of the property, as a {@code Number} object. Internally this is handled as a float, but
* it is passed through as a {@code Number} to avoid casting. Be careful with rounding when extracting integer
* values! The JSON parser cannot guarantee that the property file has an integer value.
* @throws IllegalArgumentException if no property was defined with the given identifier. */
public final Number getProperty(String identifier){
return properties.getBaseValue(identifier);
}
/** Returns whether the spell is enabled in any of the given {@link electroblob.wizardry.util.SpellProperties.Context Context}s.
* A spell may be disabled globally in the config, or it may be disabled for one or more specific contexts in
* its JSON file using a resource pack. If called with no arguments, defaults to any context, i.e. only returns
* false if the spell is completely disabled in all contexts. */
public final boolean isEnabled(SpellProperties.Context... contexts){
return enabled && (contexts.length == 0 || properties.isEnabled(contexts));
}
/** Sets whether the spell is enabled or not. */
public final void setEnabled(boolean isEnabled){
this.enabled = isEnabled;
}
/**
* Returns the unlocalised name of the spell, without any prefixes or suffixes, e.g. "flame_ray". This should
* only be used for translation purposes.
*/
public final String getUnlocalisedName(){
return unlocalisedName;
}
// ========================================== Translation methods ============================================
/* The general idea with translation is to use net.minecraft.client.resources.I18n directly on the client side (and
* just prepend formatting codes where necessary), and to use TextComponentTranslation on the server (setting the
* style as necessary). TextComponentTranslation effectively stores what needs to be translated, without actually
* translating it. If, for whatever reason, you need to supply an ITextComponent but don't want it translated
* (perhaps a name?), you can use TextComponentString, which will simply keep the raw string it is given. */
/**
* Returns the translated display name of the spell, without formatting (i.e. not coloured). Client-side
* only! On the server side, use {@link TextComponentTranslation} (see {@link Spell#getNameForTranslation()}).
*/
@SideOnly(Side.CLIENT)
public String getDisplayName(){
return net.minecraft.client.resources.I18n.format("spell." + unlocalisedName);
}
/**
* Returns a {@code TextComponentTranslation} which will be translated to the display name of the spell, without
* formatting (i.e. not coloured).
*/
public ITextComponent getNameForTranslation(){
return new TextComponentTranslation("spell." + unlocalisedName);
}
/**
* Returns the translated display name of the spell, with formatting (i.e. coloured). Client-side only! On
* the server side, use {@link TextComponentTranslation} (see {@link Spell#getNameForTranslationFormatted()}).
*/
@SideOnly(Side.CLIENT)
public String getDisplayNameWithFormatting(){
return this.getElement().getFormattingCode() + net.minecraft.client.resources.I18n.format("spell." + unlocalisedName);
}
/**
* Returns a {@code TextComponentTranslation} which will be translated to the display name of the spell, with
* formatting (i.e. coloured).
*/
public ITextComponent getNameForTranslationFormatted(){
return new TextComponentTranslation("spell." + unlocalisedName).setStyle(this.getElement().getColour());
}
/**
* Returns the translated description of the spell, without formatting. Client-side only! You should not need
* to use this on the server side.
*/
@SideOnly(Side.CLIENT)
public String getDescription(){
return net.minecraft.client.resources.I18n.format("spell." + unlocalisedName + ".desc");
}
// ============================================ Sound methods ==============================================
/**
* Sets the sound parameters for this spell.
* @param volume The volume of the sound played by this spell, relative to 1.
* @param pitch The pitch of the sound played by this spell, relative to 1.
* @param pitchVariation The random variation in the pitch of the sound played by this spell. The pitch at which the
* sound is played will be randomly chosen from the range: {@code pitch +/- pitchVariation}.
* @return The spell instance, allowing this method to be chained onto the constructor. Note that since this method
* only returns a {@code Spell}, if you are chaining multiple methods onto the constructor this should be called last.
*/
public Spell soundValues(float volume, float pitch, float pitchVariation){
this.volume = volume;
this.pitch = pitch;
this.pitchVariation = pitchVariation;
return this;
}
// The general motivation for the spell-based sound system is as follows:
// - There are a lot of spells, and each spell has at least one sound event, which means a lot of sounds!
// - Blocks and entities also define their own sounds, though this system is a bit half-hearted because they
// still have to be registered manually
// - Most spell sounds are used only from within their respective spells
// - I don't want hundreds of simple spell sounds that aren't referenced elsewhere cluttering up WizardrySounds,
// so I'm keeping them in the spell instead - if you really want them you can use getSounds, but really it's bad
// practice to reuse other sound events (something I found out the hard way!)
// - The pitch variation thing is annoying to keep repeating so it's also centralised here
/**
* Plays this spell's sound at the given entity in the given world. This calls {@link Spell#playSound(World, double, double, double, int, int, SpellModifiers, String...)}, passing in the given entity's position as the xyz coordinates. Also checks if the given entity
* is silent, and if so, does not play the sound.
*
* If you are overriding the {@code Spell.playSound} methods, it is recommended that you override the xyz version
* instead of this one, since this method calls that one anyway - unless you want different behaviour for entities.
* @param world The world to play the sound in.
* @param entity The entity to play the sound at, provided it is not silent.
* @param ticksInUse The number of ticks this spell has already been cast for, passed in from the {@code cast(...)}
* methods. Not used in the base method, but included for use by subclasses overriding this method.
* @param duration The number of ticks this spell will be cast for, passed in from the {@code cast(...)}
* methods. Not used in the base method, but included for use by subclasses overriding this method.
* @param modifiers The modifiers this spell was cast with, passed in from the {@code cast(...)} methods.
* @param sounds A number of strings representing the sounds to be played. If omitted, all of this spell's sounds
* will be played at once. String format is as passed to {@link Spell#createSoundWithSuffix(String)}.
*/
protected void playSound(World world, EntityLivingBase entity, int ticksInUse, int duration, SpellModifiers modifiers, String... sounds){
if(!entity.isSilent()){
this.playSound(world, entity.posX, entity.posY, entity.posZ, ticksInUse, duration, modifiers, sounds);
}
}
/**
* Plays this spell's sound at the given position in the given world. This is a vector-based wrapper for
* {@link Spell#playSound(World, double, double, double, int, int, SpellModifiers, String...)}.
*
* If you are overriding the {@code Spell.playSound} methods, it is recommended that you override the xyz version
* instead of this one, since this method calls that one anyway.
* @param world The world to play the sound in.
* @param pos A vector representing the position to play the sound at.
* @param ticksInUse The number of ticks this spell has already been cast for, passed in from the {@code cast(...)}
* methods. Not used in the base method, but included for use by subclasses overriding this method.
* @param duration The number of ticks this spell will be cast for, passed in from the {@code cast(...)}
* methods. Not used in the base method, but included for use by subclasses overriding this method.
* @param modifiers The modifiers this spell was cast with, passed in from the {@code cast(...)} methods.
*/
protected void playSound(World world, Vec3d pos, int ticksInUse, int duration, SpellModifiers modifiers, String... sounds){
this.playSound(world, pos.x, pos.y, pos.z, ticksInUse, duration, modifiers, sounds);
}
/**
* Plays this spell's sounds at the given position in the given world. This is not called automatically; subclasses
* should call it at the appropriate point(s) in the cast methods. By default, it checks whether each sound is null
* before playing, so callers shouldn't have to.
*
* Usually, this method will be called by the general spell classes; this is clearly stated in those classes. When
* extending such a class, it is also possible to override this method to add extra sounds or change the sound
* behaviour entirely (for example, playing a continuous spell sound).
* @param world The world to play the sound in.
* @param x The x position to play the sound at.
* @param y The y position to play the sound at.
* @param z The z position to play the sound at.
* @param ticksInUse The number of ticks this spell has already been cast for, passed in from the {@code cast(...)}
* methods. Not used in the base method, but included for use by subclasses overriding this method.
* @param duration The number of ticks this spell will be cast for, passed in from the {@code cast(...)}
* methods. Not used in the base method, but included for use by subclasses overriding this method.
* @param modifiers The modifiers this spell was cast with, passed in from the {@code cast(...)} methods.
*/
protected void playSound(World world, double x, double y, double z, int ticksInUse, int duration, SpellModifiers modifiers, String... sounds){
List identifiers = Arrays.stream(sounds).map(s -> "spell." + this.getRegistryName().getPath() + "." + s)
.collect(Collectors.toList());
if(this.sounds != null){
for(SoundEvent sound : this.sounds){
ResourceLocation soundName = SoundEvent.REGISTRY.getNameForObject(sound);
if(soundName != null && (identifiers.size() == 0 || identifiers.contains(soundName.getPath()))){
world.playSound(null, x, y, z, sound, WizardrySounds.SPELLS, volume, pitch + pitchVariation * (world.rand.nextFloat() - 0.5f));
}
}
}
}
/** Helper method which plays a standard continuous spell sound loop on the first casting tick, which moves
* with the given entity. */
protected final void playSoundLoop(World world, EntityLivingBase entity, int ticksInUse){
if(ticksInUse == 0 && world.isRemote) Wizardry.proxy.playSpellSoundLoop(entity, this, this.sounds,
WizardrySounds.SPELLS, volume, pitch + pitchVariation * (world.rand.nextFloat() - 0.5f));
}
/** Helper method which plays a standard continuous spell sound loop on the first casting tick, at the given
* coordinates. If the given duration is -1, the coordinates must be those of a dispenser. */
protected final void playSoundLoop(World world, double x, double y, double z, int ticksInUse, int duration){
if(ticksInUse == 0 && world.isRemote){
Wizardry.proxy.playSpellSoundLoop(world, x, y, z, this, this.sounds,
WizardrySounds.SPELLS, volume, pitch + pitchVariation * (world.rand.nextFloat() - 0.5f), duration);
}
}
// Spells are sorted according to tier and element. Where several spells have the same tier and element,
// they will remain in the order they were registered.
@Override
public final int compareTo(Spell spell){
if(this.getTier().ordinal() > spell.getTier().ordinal()){
return 1;
}else if(this.getTier().ordinal() < spell.getTier().ordinal()){
return -1;
}else{
return Integer.compare(this.getElement().ordinal(), spell.getElement().ordinal());
}
}
// ============================================ Static methods ==============================================
/**
* Returns the total number of registered spells, excluding the 'None' spell. Returns the same number that would be
* returned by {@code Spell.getSpells(Spell.allSpells).size()}, but this method is more efficient.
*/
public static int getTotalSpellCount(){
return registry.getValuesCollection().size() - 1;
}
/**
* Gets a spell instance from its integer metadata, which corresponds to its ID in the spell registry. If the given
* metadata has no spell assigned then the {@link None} spell will be returned.
*/
public static Spell byMetadata(int metadata){
Spell spell = ((ForgeRegistry)registry).getValue(metadata);
return spell == null ? Spells.none : spell;
}
/** Gets a spell instance from its network ID. Or the {@link None} spell if no such spell exists. */
public static Spell byNetworkID(int id){
if(id < 0 || id >= registry.getValuesCollection().size()){
return Spells.none;
}
return registry.getValuesCollection().stream().filter(s -> s.id == id).findAny().orElse(Spells.none);
}
/**
* Returns the spell with the given registry name, or null if no such spell exists. This is really only intended
* for cases where the user has input a name (currently commands and loot functions) and may have omitted the mod
* ID for spells in the base mod. Otherwise, use {@code Spell.registry.getValue(ResourceLocation)}.
*
* @param name The registry name of the spell, in the form [mod id]:[spell name]. If no mod id is specified, it
* defaults to {@link Wizardry#MODID}.
*/
public static Spell get(String name){
ResourceLocation key = new ResourceLocation(name);
if(key.getNamespace().equals("minecraft")) key = new ResourceLocation(Wizardry.MODID, name);
return registry.getValue(key);
}
/** Returns a list of all registered spells' registry names, excluding the 'none' spell. Used in commands. */
public static Collection getSpellNames(){
// Maybe it would be better to store all of this statically?
Set keys = new HashSet(registry.getKeys());
keys.remove(registry.getKey(Spells.none));
return keys;
}
/**
* Returns a list containing all spells matching the given {@link Predicate}. The returned list is separate from the
* internal spells list; any changes you make to the returned list will have no effect on wizardry since the
* returned list is local to this method. Never includes the {@link None} spell. For convenience, there are some
* predefined predicates in the Spell class (some of these really aren't shortcuts any more):
*
* {@link Spell#allSpells} will allow all spells to be returned
* {@link Spell#npcSpells} will only allow enabled spells that can be cast by NPCs (see
* {@link Spell#canBeCastByNPCs()})
* {@link Spell#nonContinuousSpells} will filter out continuous spells but not disabled spells
* {@link TierElementFilter} will only allow enabled spells of the specified tier and element
*
* @param filter A Predicate<Spell> that the returned spells must satisfy.
*
* @return A local, modifiable list of spells matching the given predicate. Note that this list may be
* empty.
*/
public static List getSpells(Predicate filter){
return registry.getValuesCollection().stream().filter(filter.and(s -> s != Spells.none)).collect(Collectors.toList());
}
/** Predicate which allows all spells. */
public static Predicate allSpells = s -> true;
/** Predicate which allows all non-continuous spells, even those that have been disabled. */
public static Predicate nonContinuousSpells = s -> !s.isContinuous;
/** Predicate which allows all enabled spells for which {@link Spell#canBeCastByNPCs()} returns true. */
public static Predicate npcSpells = s -> s.isEnabled(SpellProperties.Context.NPCS) && s.canBeCastByNPCs();
/**
* Predicate which allows all enabled spells of the given tier and element (create an instance of this class each
* time you want to use it). This is somewhat useless now that Wizardry uses Java 8, but it is more readable than a
* lambda expression and you don't need to remember to check that the spell is enabled every time.
*/
public static class TierElementFilter implements Predicate {
private Tier tier;
private Element element;
private SpellProperties.Context[] contexts;
/**
* Creates a new TierElementFilter that checks for the given tier and element. Does not allow spells that have
* been disabled in the config or in their JSON files.
*
* @param tier The EnumTier to check for. Pass in null to allow all tiers.
* @param element The EnumElement to check for. Pass in null to allow all elements.
* @param contexts The {@link electroblob.wizardry.util.SpellProperties.Context Context}s in which to check
* for enabled spells. The spell must be enabled in at least one of these contexts to pass
* the filter. If omitted, defaults to all contexts i.e. only completely disabled spells are
* filtered out.
*/
public TierElementFilter(Tier tier, Element element, SpellProperties.Context... contexts){
this.tier = tier;
this.element = element;
this.contexts = contexts;
}
@Override
public boolean test(Spell spell){
return spell.isEnabled(contexts) && (this.tier == null || spell.getTier() == this.tier)
&& (this.element == null || spell.getElement() == this.element);
}
}
}