f37812be3e
I may have got a bit behind with version control. A lot behind, in fact. Maybe I'll go back and split this sometime - then again, I probably won't. But hey, at least it's here!
85 lines
2.8 KiB
Java
85 lines
2.8 KiB
Java
package electroblob.wizardry.packet;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.entity.living.ISpellCaster;
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import electroblob.wizardry.packet.PacketNPCCastSpell.Message;
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import electroblob.wizardry.spell.Spell;
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import electroblob.wizardry.util.SpellModifiers;
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import io.netty.buffer.ByteBuf;
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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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/**
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* <b>[Server -> Client]</b> This packet is sent when an {@link ISpellCaster} casts a spell which returns true, and is
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* sent to clients so they can spawn the particles. Unlike the player packets, this is for both continuous <b>and</b>
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* non-continuous spells.
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*/
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public class PacketNPCCastSpell 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.isClient()){
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// Using a fully qualified name is a good course of action here; we don't really want to clutter the proxy
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// methods any more than necessary.
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net.minecraft.client.Minecraft.getMinecraft().addScheduledTask(new Runnable(){
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@Override
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public void run(){
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Wizardry.proxy.handleNPCCastSpellPacket(message);
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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 static class Message implements IMessage {
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/** EntityID of the caster */
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public int casterID;
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/** EntityID of the target, or -1 if there is none */
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public int targetID;
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/** ID of the spell being cast */
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public int spellID;
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/** SpellModifiers for the spell */
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public SpellModifiers modifiers;
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/** The hand that is holding the itemstack used to cast the spell. Defaults to MAIN_HAND. */
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public EnumHand hand;
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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(int casterID, int targetID, EnumHand hand, Spell spell, SpellModifiers modifiers){
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this.casterID = casterID;
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this.targetID = targetID;
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this.spellID = spell.networkID();
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this.modifiers = modifiers;
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this.hand = hand == null ? EnumHand.MAIN_HAND : hand;
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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.casterID = buf.readInt();
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this.targetID = buf.readInt();
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this.spellID = buf.readInt();
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this.modifiers = new SpellModifiers();
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this.modifiers.read(buf);
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this.hand = buf.readBoolean() ? EnumHand.OFF_HAND : EnumHand.MAIN_HAND;
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}
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@Override
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public void toBytes(ByteBuf buf){
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buf.writeInt(casterID);
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buf.writeInt(targetID);
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buf.writeInt(spellID);
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this.modifiers.write(buf);
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buf.writeBoolean(this.hand == EnumHand.OFF_HAND);
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}
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}
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}
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