1ddcdafe50
This fix is kinda cheating but I don't care, it works and it's certainly better than the mess that was there before
494 lines
23 KiB
Java
494 lines
23 KiB
Java
package electroblob.wizardry;
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import electroblob.wizardry.constants.Constants;
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import electroblob.wizardry.data.SpellEmitterData;
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import electroblob.wizardry.data.SpellGlyphData;
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import electroblob.wizardry.data.WizardData;
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import electroblob.wizardry.entity.living.ISpellCaster;
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import electroblob.wizardry.event.DiscoverSpellEvent;
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import electroblob.wizardry.event.SpellCastEvent;
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import electroblob.wizardry.integration.DamageSafetyChecker;
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import electroblob.wizardry.item.IManaStoringItem;
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import electroblob.wizardry.item.ItemArtefact;
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import electroblob.wizardry.packet.PacketSyncAdvancements;
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import electroblob.wizardry.packet.WizardryPacketHandler;
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import electroblob.wizardry.registry.*;
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import electroblob.wizardry.spell.FreezingWeapon;
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import electroblob.wizardry.spell.ImbueWeapon;
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import electroblob.wizardry.spell.Spell;
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import electroblob.wizardry.util.*;
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import electroblob.wizardry.util.MagicDamage.DamageType;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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import net.minecraft.advancements.Advancement;
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import net.minecraft.enchantment.EnchantmentHelper;
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import net.minecraft.entity.EntityLiving;
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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.entity.player.EntityPlayerMP;
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import net.minecraft.entity.projectile.EntityArrow;
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import net.minecraft.init.MobEffects;
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import net.minecraft.item.ItemStack;
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import net.minecraft.potion.PotionEffect;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.ResourceLocation;
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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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import net.minecraft.world.WorldServer;
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import net.minecraft.world.storage.loot.LootContext;
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import net.minecraft.world.storage.loot.LootTable;
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import net.minecraftforge.common.MinecraftForge;
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import net.minecraftforge.common.util.FakePlayer;
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import net.minecraftforge.event.entity.PlaySoundAtEntityEvent;
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import net.minecraftforge.event.entity.living.*;
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import net.minecraftforge.event.entity.living.LivingEvent.LivingUpdateEvent;
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import net.minecraftforge.event.entity.player.AdvancementEvent;
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import net.minecraftforge.fml.common.Loader;
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import net.minecraftforge.fml.common.Mod;
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import net.minecraftforge.fml.common.eventhandler.EventPriority;
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import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
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import net.minecraftforge.fml.common.gameevent.PlayerEvent.PlayerLoggedInEvent;
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import java.util.ArrayList;
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import java.util.List;
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/**
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* General-purpose event handler for things that don't fit anywhere else or groups of related behaviours that are better
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* kept together. As of Wizardry 2.1, most of the code in this class has been relocated somewhere sensible, leaving only
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* a few miscellaneous things that don't make much sense anywhere else, or that are better kept together (previously,
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* this was a gigantic class with about half of the entire mod's logic in it!)
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*
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* @author Electroblob
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* @since Wizardry 1.0
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*/
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// The general rules for where event-based logic goes are:
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// - If the logic relates only to vanilla things or is general (e.g. gameplay settings) it lives in here
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// - If there is an obvious class for the thing relevant to the logic being performed, it goes in there for the sake
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// of modularity/separation-of-concerns (e.g. armour cost reductions go in ItemWizardArmour)
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// - If the thing has an instance but not a separate class (e.g. most custom potions), it goes in a related class
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// where applicable (e.g. a spell class), or if not it goes in here
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// - If several things share a significant amount of logic, to avoid duplicate code and potentially improve efficiency
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// they should be kept together either in a class relevant to all of them (probably a common superclass) or in here
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// - Client-side logic goes in WizardryClientEventHandler or another relevant client-side class
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@Mod.EventBusSubscriber
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public final class WizardryEventHandler {
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private WizardryEventHandler(){} // No instances!
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@SubscribeEvent
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public static void onPlayerLoggedInEvent(PlayerLoggedInEvent event){
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// When a player logs in, they are sent the glyph data, server settings and spell properties.
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if(event.player instanceof EntityPlayerMP){
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EntityPlayerMP player = (EntityPlayerMP)event.player;
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SpellGlyphData.get(player.world).sync(player);
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SpellEmitterData.get(player.world).sync(player);
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Wizardry.settings.sync(player);
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syncAdvancements(player, false);
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Spell.syncProperties(player);
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}
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}
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@SubscribeEvent(priority = EventPriority.HIGH)
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public static void onPlaySoundAtEntityEvent(PlaySoundAtEntityEvent event){
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// Muffle (there's no spell class for it so it's here instead)
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if(event.getEntity() instanceof EntityLivingBase
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&& ((EntityLivingBase)event.getEntity()).isPotionActive(WizardryPotions.muffle)){
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event.setCanceled(true);
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}
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}
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@SubscribeEvent
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public static void onAdvancementEvent(AdvancementEvent event){
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// Forge has no hook for revoked advancements :(
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// Guess we'll just have to make do
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// Also, this seems to get fired on player login, so to prevent the toasts from appearing every login the
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// only way I can see to do it is by testing the player has been around long enough.
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if(event.getEntityPlayer() instanceof EntityPlayerMP && event.getEntityPlayer().ticksExisted > 0){
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syncAdvancements((EntityPlayerMP)event.getEntityPlayer(), true);
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}
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}
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private static void syncAdvancements(EntityPlayerMP player, boolean showToasts){
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Wizardry.logger.info("Synchronising advancements for " + player.getName());
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ArrayList<ResourceLocation> advancements = new ArrayList<>();
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for(Advancement advancement : player.getServer().getAdvancementManager().getAdvancements()){
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if(player.getAdvancements().getProgress(advancement).isDone()) advancements.add(advancement.getId());
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}
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WizardryPacketHandler.net.sendTo(new PacketSyncAdvancements.Message(showToasts, advancements.toArray(new ResourceLocation[0])), player);
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}
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@SubscribeEvent(priority = EventPriority.HIGH) // Disabling of specific spells comes after arcane jammer but before everything else
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public static void onSpellCastPreEvent(SpellCastEvent.Pre event){
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boolean enabled = true;
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switch(event.getSource()){
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case WAND: enabled = event.getSpell().isEnabled(SpellProperties.Context.WANDS); break;
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case SCROLL: enabled = event.getSpell().isEnabled(SpellProperties.Context.SCROLL); break;
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case COMMAND: enabled = event.getSpell().isEnabled(SpellProperties.Context.COMMANDS); break;
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case NPC: enabled = event.getSpell().isEnabled(SpellProperties.Context.NPCS); break;
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case DISPENSER: enabled = event.getSpell().isEnabled(SpellProperties.Context.DISPENSERS); break;
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case OTHER: enabled = event.getSpell().isEnabled(); break; // Any enabled context will do for this one
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}
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// If a spell is disabled in the config, it will not work.
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if(!enabled){
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if(event.getCaster() != null && !event.getCaster().world.isRemote) event.getCaster().sendMessage(
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new TextComponentTranslation("spell.disabled", event.getSpell().getNameForTranslationFormatted()));
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event.setCanceled(true);
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}
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}
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@SubscribeEvent
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public static void onSpellCastPostEvent(SpellCastEvent.Post event){
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if(event.getCaster() instanceof EntityPlayer){
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EntityPlayer player = (EntityPlayer)event.getCaster();
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// Advancement triggers
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if(player instanceof EntityPlayerMP){
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WizardryAdvancementTriggers.cast_spell.trigger((EntityPlayerMP)player, event.getSpell(), player.getHeldItem(player.getActiveHand()));
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}
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// Spell discovery (only players can discover spells, obviously)
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WizardData data = WizardData.get(player);
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if(data != null){
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// Data is updated on both sides (This line was added client-side to fix a bug back in 1.1.3, so now
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// it's in common code, which is nice!)
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// Short-circuiting AND means that discoverSpell is only called if the event isn't cancelled.
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if(!MinecraftForge.EVENT_BUS.post(new DiscoverSpellEvent(player, event.getSpell(), DiscoverSpellEvent.Source.CASTING))
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&& data.discoverSpell(event.getSpell())){
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// If the spell wasn't already discovered, other stuff happens:
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if(event.getSource() == SpellCastEvent.Source.COMMAND){
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// If the spell didn't send a packet itself, the extended player needs to be synced so the
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// spell discovery updates on the client.
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if(!event.getSpell().requiresPacket()) data.sync();
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}else if(!event.getCaster().world.isRemote && !player.isCreative()
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&& Wizardry.settings.discoveryMode){
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// Sound and text only happen server-side, in survival, with discovery mode on, and only when
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// the spell wasn't cast using commands.
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EntityUtils.playSoundAtPlayer(player, WizardrySounds.MISC_DISCOVER_SPELL, 1.25f, 1);
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player.sendMessage(new TextComponentTranslation("spell.discover",
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event.getSpell().getNameForTranslationFormatted()));
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}
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}
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}
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}
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}
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@SubscribeEvent(priority = EventPriority.LOW)
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public static void onDiscoverSpellEvent(DiscoverSpellEvent event){
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if(event.getEntityPlayer() instanceof EntityPlayerMP){
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WizardryAdvancementTriggers.discover_spell.trigger((EntityPlayerMP)event.getEntityPlayer(), event.getSpell(), event.getSource());
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}
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}
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@SubscribeEvent
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public static void onLivingSetAttackTargetEvent(LivingSetAttackTargetEvent event){
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if(event.getEntityLiving() instanceof EntityLiving && event.getTarget() != null){
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// Muffle
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if(event.getTarget().isPotionActive(WizardryPotions.muffle)){
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Vec3d vec = event.getTarget().getPositionEyes(1).subtract(event.getEntity().getPositionEyes(1));
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// Find the angle between the direction the mob is looking and the direction the player is in
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// Angle between a and b = acos((a.b) / (|a|*|b|))
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double angle = Math.acos(vec.dotProduct(event.getEntity().getLookVec()) / vec.length());
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System.out.println(angle);
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// If the player is not within the 144-degree arc in front of the mob, it won't detect them
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if(angle > 0.4 * Math.PI){
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((EntityLiving)event.getEntityLiving()).setAttackTarget(null);
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}
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}
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// Mirage
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if(event.getTarget().isPotionActive(WizardryPotions.mirage)){
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// Can't find players under mirage at all! (Pretty sure this excludes revenge-targeting)
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((EntityLiving)event.getEntityLiving()).setAttackTarget(null);
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}
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// Blindness tweak
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// I'm not going as far as potion core's implementation, this is just so it does *something* to mobs
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if(event.getEntityLiving().isPotionActive(MobEffects.BLINDNESS) && !Loader.isModLoaded("potioncore")
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&& Wizardry.settings.blindnessTweak && event.getTarget().getDistanceSq(event.getEntity()) > 3.5 * 3.5){
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// Can't detect anything more than 3.5 blocks away (roughly the player's view distance when blinded)
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((EntityLiving)event.getEntityLiving()).setAttackTarget(null);
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}
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}
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}
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/* There is a subtle but important difference between LivingAttackEvent and LivingHurtEvent - LivingAttackEvent
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* fires immediately when attackEntityFrom is called, whereas LivingHurtEvent only fires if the attack actually
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* succeeded, i.e. if the entity in question takes damage (though the event is fired before that so you can cancel
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* the damage). Things are processed in the following order:
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*
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* * LivingAttackEvent *
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* - Invulnerability
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* - Already-dead-ness
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* - Fire resistance
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* - Helmets vs. falling things
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* - Hurt resistant time
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* - Invulnerability (again)
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* * LivingHurtEvent *
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* - Armour
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* - Potions
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* * LivingDamageEvent *
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* - Health is finally changed
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*
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* Of course, there are no guarantees that other
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* mods hooking into these two events will be called before or after yours, but you can have some degree of control
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* by choosing which event to use. EDIT: Actually, there are. Firstly, you can set a priority in the @SubscribeEvent
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* annotation which defines how early (higher priority) or late (lower priority) the method is called. Methods with
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* the same priority are sorted alphabetically by mod id (so it's safe to assume wizardry would be fairly late on!).
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* I wonder if there are any conventions for what sort of things take what priority...? */
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@SubscribeEvent(priority = EventPriority.LOW) // Low priority in case the event gets cancelled at default priority
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public static void onLivingAttackEvent(LivingAttackEvent event){
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// Retaliatory effects
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// These are better off here because the revenge effects are pretty similar, and I'd rather keep the (lengthy)
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// if statement in one place.
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if(event.getSource() != null && event.getSource().getTrueSource() instanceof EntityLivingBase
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&& !event.getSource().isProjectile() && !(event.getSource() instanceof IElementalDamage
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&& ((IElementalDamage)event.getSource()).isRetaliatory())){
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EntityLivingBase attacker = (EntityLivingBase)event.getSource().getTrueSource();
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World world = event.getEntityLiving().world;
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if(attacker.getDistance(event.getEntityLiving()) < 10){
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// Fireskin
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if(event.getEntityLiving().isPotionActive(WizardryPotions.fireskin)
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&& !MagicDamage.isEntityImmune(DamageType.FIRE, event.getEntityLiving()))
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attacker.setFire(Spells.fire_breath.getProperty(Spell.BURN_DURATION).intValue());
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// Ice Shroud
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if(event.getEntityLiving().isPotionActive(WizardryPotions.ice_shroud)
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&& !MagicDamage.isEntityImmune(DamageType.FROST, event.getEntityLiving())
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&& !(attacker instanceof FakePlayer)) // Fake players cause problems
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attacker.addPotionEffect(new PotionEffect(WizardryPotions.frost,
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Spells.ice_shroud.getProperty(Spell.EFFECT_DURATION).intValue(),
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Spells.ice_shroud.getProperty(Spell.EFFECT_STRENGTH).intValue()));
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// Static Aura
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if(event.getEntityLiving().isPotionActive(WizardryPotions.static_aura)){
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if(world.isRemote){
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ParticleBuilder.create(Type.LIGHTNING).entity(event.getEntity()).pos(0, event.getEntity().height / 2, 0)
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.target(attacker).spawn(world);
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ParticleBuilder.spawnShockParticles(world, attacker.posX,
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attacker.posY + attacker.height / 2, attacker.posZ);
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}
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DamageSafetyChecker.attackEntitySafely(attacker, MagicDamage.causeDirectMagicDamage(event.getEntityLiving(),
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DamageType.SHOCK, true), Spells.static_aura.getProperty(Spell.DAMAGE).floatValue(), event.getSource().getDamageType());
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attacker.playSound(WizardrySounds.SPELL_STATIC_AURA_RETALIATE, 1.0F, world.rand.nextFloat() * 0.4F + 1.5F);
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}
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}
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}
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}
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@SubscribeEvent(priority = EventPriority.LOW) // Again, we don't want these effects if the event is cancelled
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public static void onLivingHurtEvent(LivingHurtEvent event){
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// Ward
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PotionEffect effect = event.getEntityLiving().getActivePotionEffect(WizardryPotions.ward);
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if(effect != null && event.getSource().isMagicDamage()){
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event.setAmount(event.getAmount() * Math.max(0, 1 - 0.4f * effect.getAmplifier())); // Resistance is 20%
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}
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// Flaming and freezing swords
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if(event.getSource().getTrueSource() instanceof EntityLivingBase){
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EntityLivingBase attacker = (EntityLivingBase)event.getSource().getTrueSource();
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// Players can only ever attack with their main hand, so this is the right method to use here.
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if(!attacker.getHeldItemMainhand().isEmpty() && ImbueWeapon.isSword(attacker.getHeldItemMainhand())){
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int level = EnchantmentHelper.getEnchantmentLevel(WizardryEnchantments.flaming_weapon,
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attacker.getHeldItemMainhand());
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if(level > 0 && !MagicDamage.isEntityImmune(DamageType.FIRE, event.getEntityLiving()))
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event.getEntityLiving().setFire(level * 4);
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level = EnchantmentHelper.getEnchantmentLevel(WizardryEnchantments.freezing_weapon,
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attacker.getHeldItemMainhand());
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// Frost lasts for longer because it doesn't do any actual damage
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if(level > 0 && !MagicDamage.isEntityImmune(DamageType.FROST, event.getEntityLiving()))
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event.getEntityLiving().addPotionEffect(new PotionEffect(WizardryPotions.frost, level * 200, 0));
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}
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}
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// Freezing bow
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if(event.getSource().getImmediateSource() instanceof EntityArrow
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&& event.getSource().getImmediateSource().getEntityData() != null){
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int level = event.getSource().getImmediateSource().getEntityData()
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.getInteger(FreezingWeapon.FREEZING_ARROW_NBT_KEY);
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if(level > 0 && !MagicDamage.isEntityImmune(DamageType.FROST, event.getEntityLiving()))
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event.getEntityLiving().addPotionEffect(new PotionEffect(WizardryPotions.frost, level * 150, 0));
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}
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// Damage scaling
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if(event.getSource() != null && event.getSource() instanceof IElementalDamage){
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if(event.getSource().getTrueSource() instanceof EntityPlayer){
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event.setAmount((float)(event.getAmount() * Wizardry.settings.playerDamageScale));
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}else{
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event.setAmount((float)(event.getAmount() * Wizardry.settings.npcDamageScale));
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}
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}
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}
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@SubscribeEvent
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public static void onLivingUpdateEvent(LivingUpdateEvent event){
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if(event.getEntityLiving().world.isRemote){
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// Client-side continuous spell casting for NPCs
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if(event.getEntity() instanceof ISpellCaster && event.getEntity() instanceof EntityLiving){
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Spell spell = ((ISpellCaster)event.getEntity()).getContinuousSpell();
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SpellModifiers modifiers = ((ISpellCaster)event.getEntity()).getModifiers();
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int count = ((ISpellCaster)event.getEntity()).getSpellCounter();
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if(spell != null && spell != Spells.none){ // IntelliJ is wrong, do NOT remove the null check!
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if(!MinecraftForge.EVENT_BUS.post(new SpellCastEvent.Tick(SpellCastEvent.Source.NPC, spell, event.getEntityLiving(),
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modifiers, count))){
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spell.cast(event.getEntity().world, (EntityLiving)event.getEntity(), EnumHand.MAIN_HAND, count,
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// TODO: This implementation of modifiers relies on them being accessible client-side.
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// Right now that doesn't matter because NPCs don't use modifiers, but they might in future
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((EntityLiving)event.getEntity()).getAttackTarget(), modifiers);
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((ISpellCaster)event.getEntity()).setSpellCounter(count + 1);
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}
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}
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}
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}
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}
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@SubscribeEvent(priority = EventPriority.LOWEST) // No siphoning if the event is cancelled, that could be exploited...
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public static void onLivingDeathEvent(LivingDeathEvent event){
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if(event.getSource().getTrueSource() instanceof EntityPlayer){
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EntityPlayer player = (EntityPlayer)event.getSource().getTrueSource();
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// Compatibility with "Lycanites Mobs" -it uses custom loot drop logic which can't be hooked, given the
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// number of mobs that spawn as Lycanites when this mod is active it would massively nerf the wizard drops
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// if we didn't handle this
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if(event.getEntity().getClass().getCanonicalName().contains("lycanitesmobs"))
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{
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WorldServer world = (WorldServer)event.getEntity().getEntityWorld();
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LootTable table = world.getLootTableManager().getLootTableFromLocation(new ResourceLocation(Wizardry.MODID, "entities/mob_additions"));
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LootContext ctx = new LootContext.Builder(world).withPlayer(player).build();
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List<ItemStack> stacks = table.generateLootForPools(world.rand, ctx);
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for(ItemStack stack : stacks) {
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event.getEntity().entityDropItem(stack, 0f);
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}
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}
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for(ItemStack stack : InventoryUtils.getPrioritisedHotbarAndOffhand(player)){
|
|
|
|
if(stack.getItem() instanceof IManaStoringItem && !((IManaStoringItem)stack.getItem()).isManaFull(stack)
|
|
&& WandHelper.getUpgradeLevel(stack, WizardryItems.siphon_upgrade) > 0){
|
|
|
|
int mana = Constants.SIPHON_MANA_PER_LEVEL
|
|
* WandHelper.getUpgradeLevel(stack, WizardryItems.siphon_upgrade)
|
|
+ player.world.rand.nextInt(Constants.SIPHON_MANA_PER_LEVEL);
|
|
|
|
if(ItemArtefact.isArtefactActive(player, WizardryItems.ring_siphoning)) mana *= 1.3f;
|
|
|
|
((IManaStoringItem)stack.getItem()).rechargeMana(stack, mana);
|
|
|
|
break; // Only recharge one item per kill
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// These two are lifted from EntityLivingBase#travel
|
|
private static final double LIVING_ENTITY_GRAVITY = 0.08;
|
|
private static final double LIVING_ENTITY_DRAG = 0.98;
|
|
|
|
private static final double LIVING_ENTITY_TERMINAL_VELOCITY = 3.92; // From Minecraft Wiki!
|
|
|
|
private static final double LOG_LIVING_ENTITY_DRAG = Math.log(LIVING_ENTITY_DRAG);
|
|
private static final double FALL_TICKS_ERROR_CORRECTION = 0.500841776608447;
|
|
|
|
@SubscribeEvent // Priority doesn't matter here, we're only setting event fields so if it's cancelled it won't matter
|
|
public static void onLivingFallEvent(LivingFallEvent event){
|
|
// Why is fall damage based on distance fallen? Why? Who on earth came up with that? It makes no sense whatsoever!
|
|
if(!event.getEntity().world.isRemote && Wizardry.settings.replaceVanillaFallDamage && !Loader.isModLoaded("speedbasedfalldamage")){
|
|
// We want to keep the fall damage EXACTLY THE SAME for free, uninterrupted falls, but fix the weirdness
|
|
// caused when something else changes the entity's velocity
|
|
// All living entities have a gravity of 0.08b/t^2
|
|
// Therefore it would be simple to say v^2 = u^2 + 2gs gives the equivalent fall distance as motionY^2 / 0.16
|
|
// However, Minecraft also has a drag of 0.02 * the velocity, so we actually expect a slightly different value
|
|
// Much maths later...
|
|
|
|
double v = event.getEntity().motionY;
|
|
// Players are weird, their velocity somehow resets on the server just before this event fires so
|
|
// instead we're storing the y velocity from the previous tick in WizardData and retrieving it here
|
|
// Of course, if another mod screws things up and sets a player's velocity client-side only then this won't
|
|
// work ...but it's better than having clients calculate their own fall damage
|
|
if(event.getEntity() instanceof EntityPlayer){
|
|
WizardData data = WizardData.get((EntityPlayer)event.getEntity());
|
|
if(data != null){
|
|
v = data.prevMotionY;
|
|
}
|
|
}
|
|
|
|
// At terminal velocity, there's no way of finding fall distance from velocity, and the entity is probably dead anyway!
|
|
if(v > -3.9){
|
|
|
|
// Just to make the code more readable, java will replace them all with numbers anyway
|
|
double g = LIVING_ENTITY_GRAVITY;
|
|
double f = LIVING_ENTITY_DRAG;
|
|
double lnf = LOG_LIVING_ENTITY_DRAG;
|
|
double tv = LIVING_ENTITY_TERMINAL_VELOCITY;
|
|
|
|
// Work backwards from y velocity to get fall time
|
|
// logs are probably slow but it's not like this gets calculated every tick, and we only need one log
|
|
double t = Math.log(((-v - tv) * lnf) / g) / lnf; // Log the number over log the base
|
|
|
|
// Because time is in discrete ticks, the above equation for t results in a constant error of
|
|
// +0.500841776608447, so I guess we can just subtract it... if it works it works I guess!
|
|
t -= FALL_TICKS_ERROR_CORRECTION; // Don't cast to int or perform any rounding
|
|
|
|
// Now work forwards from t to find the effective fall distance, i.e. the distance the entity would
|
|
// have to freefall to reach the same velocity
|
|
// Don't ask me where the 196 is from, again, it just works!
|
|
double y = (g * Math.pow(f, t)) / (lnf*lnf) + tv * (t) - 196;
|
|
|
|
// DEBUG
|
|
// if(event.getEntity() instanceof EntityPlayer){
|
|
// Wizardry.logger.info("Replaced fall distance {} with effective distance {} based on entity velocity", event.getDistance(), y);
|
|
// }
|
|
|
|
// Don't let it increase fall damage beyond vanilla values
|
|
if(y < event.getDistance()) event.setDistance((float)y);
|
|
}
|
|
}
|
|
}
|
|
|
|
} |