160 lines
4.9 KiB
Java
160 lines
4.9 KiB
Java
package electroblob.wizardry.packet;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.inventory.ContainerArcaneWorkbench;
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import electroblob.wizardry.item.ISpellCastingItem;
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import electroblob.wizardry.packet.PacketControlInput.Message;
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import electroblob.wizardry.registry.Spells;
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import electroblob.wizardry.spell.Possession;
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import electroblob.wizardry.spell.Resurrection;
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import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.WizardryUtilities;
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import io.netty.buffer.ByteBuf;
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import net.minecraft.entity.player.EntityPlayerMP;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.EnumHand;
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import net.minecraftforge.fml.common.network.simpleimpl.IMessage;
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import net.minecraftforge.fml.common.network.simpleimpl.IMessageHandler;
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import net.minecraftforge.fml.common.network.simpleimpl.MessageContext;
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/** <b>[Client -> Server]</b> This packet is for control events such as buttons in GUIs and key presses. */
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public class PacketControlInput implements IMessageHandler<Message, IMessage> {
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@Override
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public IMessage onMessage(Message message, MessageContext ctx){
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// Just to make sure that the side is correct
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if(ctx.side.isServer()){
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final EntityPlayerMP player = ctx.getServerHandler().player;
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player.getServerWorld().addScheduledTask(() -> {
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ItemStack wand = player.getHeldItemMainhand();
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if(!(wand.getItem() instanceof ISpellCastingItem)){
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wand = player.getHeldItemOffhand();
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}
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switch(message.controlType){
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case APPLY_BUTTON:
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if(!(player.openContainer instanceof ContainerArcaneWorkbench)){
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Wizardry.logger.warn("Received a PacketControlInput, but the player that sent it was not " +
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"currently using an arcane workbench. This should not happen!");
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}else{
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((ContainerArcaneWorkbench)player.openContainer).onApplyButtonPressed(player);
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}
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break;
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case NEXT_SPELL_KEY:
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if(wand.getItem() instanceof ISpellCastingItem){
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((ISpellCastingItem)wand.getItem()).selectNextSpell(wand);
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// This line fixes the bug with continuous spells casting when they shouldn't be
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player.stopActiveHand();
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}
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break;
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case PREVIOUS_SPELL_KEY:
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if(wand.getItem() instanceof ISpellCastingItem){
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((ISpellCastingItem)wand.getItem()).selectPreviousSpell(wand);
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// This line fixes the bug with continuous spells casting when they shouldn't be
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player.stopActiveHand();
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}
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break;
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case RESURRECT_BUTTON:
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if(player.isDead && Resurrection.getRemainingWaitTime(player.deathTime) == 0){
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ItemStack stack = WizardryUtilities.getHotbar(player).stream()
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.filter(s -> Resurrection.canStackResurrect(s, player)).findFirst().orElse(null);
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if(stack != null){
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// This should suffice, since this is the only way a player can cast resurrection when dead!
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((ISpellCastingItem)stack.getItem()).cast(stack, Spells.resurrection, player, EnumHand.MAIN_HAND, 0, new SpellModifiers());
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break;
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}
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}
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Wizardry.logger.warn("Received a resurrect button packet, but the player that sent it was not" +
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" currently able to resurrect. This should not happen!");
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break;
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case CANCEL_RESURRECT:
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if(player.world.getGameRules().getBoolean("keepInventory")) break; // Shouldn't even receive this
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if(player.isDead){
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ItemStack stack = WizardryUtilities.getHotbar(player).stream()
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.filter(s -> Resurrection.canStackResurrect(s, player)).findFirst().orElse(null);
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if(stack != null){
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player.dropItem(stack, true, false);
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player.inventory.deleteStack(stack); // Might as well
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break;
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}
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Wizardry.logger.warn("Received a cancel resurrect packet, but the player that sent it was not" +
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" holding a wand with the resurrection spell. This should not happen!");
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}
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Wizardry.logger.warn("Received a cancel resurrect packet, but the player that sent it was not" +
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" currently dead. This should not happen!");
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break;
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case POSSESSION_PROJECTILE:
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if(!Possession.isPossessing(player)) Wizardry.logger.warn("Received a possession projectile packet, " +
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"but the player that sent it is not currently possessing anything!");
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Possession.shootProjectile(player);
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break;
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}
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});
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}
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return null;
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}
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public enum ControlType {
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APPLY_BUTTON, NEXT_SPELL_KEY, PREVIOUS_SPELL_KEY, RESURRECT_BUTTON, CANCEL_RESURRECT, POSSESSION_PROJECTILE
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}
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public static class Message implements IMessage {
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private ControlType controlType;
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// This constructor is required otherwise you'll get errors (used somewhere in fml through reflection)
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public Message(){
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}
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public Message(ControlType type){
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this.controlType = type;
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}
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@Override
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public void fromBytes(ByteBuf buf){
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// The order is important
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this.controlType = ControlType.values()[buf.readInt()];
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}
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@Override
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public void toBytes(ByteBuf buf){
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buf.writeInt(controlType.ordinal());
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}
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}
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}
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