112a562b2d
... and added some checks to make sure the spells don't deal too much with mods that interact with the hurt resistance timer.
87 lines
3.4 KiB
Java
87 lines
3.4 KiB
Java
package electroblob.wizardry.spell;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.util.EntityUtils;
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import electroblob.wizardry.util.MagicDamage;
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import electroblob.wizardry.util.MagicDamage.DamageType;
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import electroblob.wizardry.util.ParticleBuilder;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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import electroblob.wizardry.util.SpellModifiers;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.SoundEvent;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.util.text.TextComponentTranslation;
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import net.minecraft.world.World;
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public class FlameRay extends SpellRay {
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public FlameRay(){
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super("flame_ray", SpellActions.POINT, true);
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this.particleVelocity(1);
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this.particleSpacing(0.5);
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addProperties(DAMAGE, BURN_DURATION);
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this.soundValues(2.5f, 1, 0);
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}
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// The following three methods serve as a good example of how to implement continuous spell sounds (hint: it's easy)
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@Override
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protected SoundEvent[] createSounds(){
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return this.createContinuousSpellSounds();
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}
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@Override
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protected void playSound(World world, EntityLivingBase entity, int ticksInUse, int duration, SpellModifiers modifiers, String... sounds){
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this.playSoundLoop(world, entity, ticksInUse);
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}
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@Override
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protected void playSound(World world, double x, double y, double z, int ticksInUse, int duration, SpellModifiers modifiers, String... sounds){
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this.playSoundLoop(world, x, y, z, ticksInUse, duration);
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}
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@Override
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protected boolean onEntityHit(World world, Entity target, Vec3d hit, EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers){
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// Fire can damage armour stands
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if(target instanceof EntityLivingBase){
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if(MagicDamage.isEntityImmune(DamageType.FIRE, target)){
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if(!world.isRemote && ticksInUse == 1 && caster instanceof EntityPlayer) ((EntityPlayer)caster)
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.sendStatusMessage(new TextComponentTranslation("spell.resist", target.getName(),
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this.getNameForTranslationFormatted()), true);
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// This now only damages in line with the maxHurtResistantTime. Some mods don't play nicely and fiddle
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// with this mechanic for their own purposes, so this line makes sure that doesn't affect wizardry.
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}else if(ticksInUse % 10 == 0){
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target.setFire((int)(getProperty(BURN_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade)));
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EntityUtils.attackEntityWithoutKnockback(target,
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MagicDamage.causeDirectMagicDamage(caster, DamageType.FIRE),
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getProperty(DAMAGE).floatValue() * modifiers.get(SpellModifiers.POTENCY));
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}
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}
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return true;
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}
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@Override
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protected boolean onBlockHit(World world, BlockPos pos, EnumFacing side, Vec3d hit, EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers){
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return false;
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}
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@Override
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protected boolean onMiss(World world, EntityLivingBase caster, Vec3d origin, Vec3d direction, int ticksInUse, SpellModifiers modifiers){
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return true;
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}
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@Override
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protected void spawnParticle(World world, double x, double y, double z, double vx, double vy, double vz){
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ParticleBuilder.create(Type.MAGIC_FIRE).pos(x, y, z).vel(vx, vy, vz).collide(true).spawn(world);
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ParticleBuilder.create(Type.MAGIC_FIRE).pos(x, y, z).vel(vx, vy, vz).collide(true).spawn(world);
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}
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}
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