package electroblob.wizardry.spell; import java.util.List; import electroblob.wizardry.Wizardry; import electroblob.wizardry.constants.Element; import electroblob.wizardry.constants.SpellType; import electroblob.wizardry.constants.Tier; import electroblob.wizardry.registry.WizardryItems; import electroblob.wizardry.registry.WizardrySounds; import electroblob.wizardry.util.MagicDamage; import electroblob.wizardry.util.MagicDamage.DamageType; import electroblob.wizardry.util.SpellModifiers; import electroblob.wizardry.util.WizardryParticleType; import electroblob.wizardry.util.WizardryUtilities; import net.minecraft.block.Block; import net.minecraft.block.state.IBlockState; 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.network.play.server.SPacketEntityVelocity; import net.minecraft.util.EnumHand; import net.minecraft.util.EnumParticleTypes; import net.minecraft.world.World; public class Shockwave extends Spell { public Shockwave(){ super(Tier.MASTER, 65, Element.SORCERY, "shockwave", SpellType.ATTACK, 150, EnumAction.BOW, false); } @Override public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){ List targets = WizardryUtilities.getEntitiesWithinRadius( 5.0d * modifiers.get(WizardryItems.blast_upgrade), caster.posX, caster.posY, caster.posZ, world); for(EntityLivingBase target : targets){ if(WizardryUtilities.isValidTarget(caster, target)){ // Damage increases closer to player up to a maximum of 4 hearts (at 1 block distance). float damage = Math.min(8.0f / target.getDistanceToEntity(caster), 8.0f); target.attackEntityFrom(MagicDamage.causeDirectMagicDamage(caster, DamageType.BLAST), damage * modifiers.get(SpellModifiers.DAMAGE)); if(!world.isRemote){ // Entity speed increases closer to the player to a maximum of 3 (at 1 block distance). // This is the entity's speed compared to its distance from the player. Used for a similar triangles // based x, y and z speed calculation. double velocityFactor = Math.min(5 / target.getDistanceSqToEntity(caster), 3.0d); double dx = target.posX - caster.posX; double dy = target.posY + 1 - caster.posY; double dz = target.posZ - caster.posZ; target.motionX = velocityFactor * dx; target.motionY = velocityFactor * dy; target.motionZ = velocityFactor * dz; // Player motion is handled on that player's client so needs packets if(target instanceof EntityPlayerMP){ ((EntityPlayerMP)target).connection.sendPacket(new SPacketEntityVelocity(target)); } } } } if(world.isRemote){ double particleX, particleZ; for(int i = 0; i < 40; i++){ particleX = caster.posX - 1.0d + 2 * world.rand.nextDouble(); particleZ = caster.posZ - 1.0d + 2 * world.rand.nextDouble(); Wizardry.proxy.spawnParticle(WizardryParticleType.SPARKLE, world, particleX, WizardryUtilities.getPlayerEyesPos(caster) - 1.5, particleZ, particleX - caster.posX, 0, particleZ - caster.posZ, 30, 0.8f, 0.8f, 1.0f); particleX = caster.posX - 1.0d + 2 * world.rand.nextDouble(); particleZ = caster.posZ - 1.0d + 2 * world.rand.nextDouble(); Wizardry.proxy.spawnParticle(WizardryParticleType.SPARKLE, world, particleX, WizardryUtilities.getPlayerEyesPos(caster) - 1.5, particleZ, particleX - caster.posX, 0, particleZ - caster.posZ, 30, 0.9f, 0.9f, 0.9f); particleX = caster.posX - 1.0d + 2 * world.rand.nextDouble(); particleZ = caster.posZ - 1.0d + 2 * world.rand.nextDouble(); IBlockState block = WizardryUtilities.getBlockEntityIsStandingOn(caster); if(block != null){ world.spawnParticle(EnumParticleTypes.BLOCK_DUST, particleX, caster.getEntityBoundingBox().minY, particleZ, particleX - caster.posX, 0, particleZ - caster.posZ, Block.getStateId(block)); } } world.spawnParticle(EnumParticleTypes.EXPLOSION_LARGE, caster.posX, caster.getEntityBoundingBox().minY + 0.1, caster.posZ, 0, 0, 0); } caster.swingArm(hand); WizardryUtilities.playSoundAtPlayer(caster, WizardrySounds.SPELL_SHOCKWAVE, 1.0f, 0.7f); WizardryUtilities.playSoundAtPlayer(caster, WizardrySounds.SPELL_SHOCKWAVE, 2.0f, 0.3f); return true; } }