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Wizardry/src/main/java/electroblob/wizardry/spell/SpellConstruct.java
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Electroblob77 224ee281ef Cleanup
2019-01-05 22:18:14 +00:00

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Java

package electroblob.wizardry.spell;
import java.util.function.Function;
import javax.annotation.Nullable;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.constants.Element;
import electroblob.wizardry.constants.SpellType;
import electroblob.wizardry.constants.Tier;
import electroblob.wizardry.entity.construct.EntityMagicConstruct;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.util.EnumHand;
import net.minecraft.util.SoundEvent;
import net.minecraft.world.World;
/**
* Generic superclass for all spells which conjure constructs (i.e. instances of {@link EntityMagicConstruct}).
* This allows all the relevant code to be centralised, since these spells all work in a similar way. Usually, a simple
* instantiation of this class is sufficient to create a construct spell; if something extra needs to be done, such as
* particle spawning, then methods can be overridden (perhaps using an anonymous class) to add the required functionality.
* It is encouraged, however, to put extra functionality in the construct entity class instead whenever possible.
* <p>
* This class spawns the construct entity at the caster's feet, like ring of fire and healing aura. Use
* {@link SpellConstructRanged} (which extends this class) for spells that spawn constructs at an aimed-at position.
* <p>
* By default, this type of spell can be cast by NPCs. {@link Spell#canBeCastByNPCs()}
* <p>
* By default, this type of spell does not require a packet to be sent. {@link Spell#doesSpellRequirePacket()}
*
* @author Electroblob
* @since Wizardry 4.2
* @see SpellConstructRanged
*/
public class SpellConstruct<T extends EntityMagicConstruct> extends Spell {
/** A factory that creates construct entities. */
protected final Function<World, T> constructFactory;
/** The base lifetime of the construct created by this spell, or -1 if the construct does not despawn. */
protected final int baseDuration;
/** The sound that gets played when this spell is cast, or null if the spell plays no sound. */
@Nullable
protected final SoundEvent sound;
/** The volume of the sound played when this spell is cast. Defaults to 1. */
protected float volume = 1;
/** The pitch of the sound played when this spell is cast. Defaults to 1. */
protected float pitch = 1;
/** The pitch variation of the sound played when this spell is cast. Defaults to 0. */
protected float pitchVariation = 0;
/** Whether the construct must be spawned on the ground. Defaults to false. */
protected boolean requiresFloor = false;
/** Whether constructs spawned by this spell may overlap. Defaults to false. */
protected boolean allowOverlap = false;
public SpellConstruct(String name, Tier tier, Element element, SpellType type, int cost, int cooldown, EnumAction action, Function<World, T> constructFactory, int baseDuration, SoundEvent sound){
this(Wizardry.MODID, name, tier, element, type, cost, cooldown, action, constructFactory, baseDuration, sound);
}
public SpellConstruct(String modID, String name, Tier tier, Element element, SpellType type, int cost, int cooldown, EnumAction action, Function<World, T> constructFactory, int baseDuration, SoundEvent sound){
super(modID, name, tier, element, type, cost, cooldown, action, false);
this.constructFactory = constructFactory;
this.baseDuration = baseDuration;
this.sound = sound;
}
/**
* Sets the sound parameters for this spell.
* @param volume The volume of the sound, relative to 1.
* @param pitch The pitch of the sound, relative to 1.
* @param pitchVariation The pitch variation. The pitch will be set to a random value within this range either side
* of the set pitch value.
* @return The spell instance, allowing this method to be chained onto the constructor.
*/
public SpellConstruct<T> soundValues(float volume, float pitch, float pitchVariation) {
this.volume = volume;
this.pitch = pitch;
this.pitchVariation = pitchVariation;
return this;
}
@Override public boolean doesSpellRequirePacket(){ return false; }
@Override public boolean canBeCastByNPCs(){ return true; }
/**
* Sets whether the construct must be spawned on the ground.
* @param requiresFloor True to require that the construct be spawned on the ground, false to allow it in mid-air.
* Defaults to false.
* @return The spell instance, allowing this method to be chained onto the constructor.
*/
public SpellConstruct<T> floor(boolean requiresFloor){
this.requiresFloor = requiresFloor;
return this;
}
/**
* Sets whether constructs spawned by this spell may overlap.
* @param allowOverlap True to allow overlapping, false to prevent it. Defaults to false.
* @return The spell instance, allowing this method to be chained onto the constructor.
*/
public SpellConstruct<T> overlap(boolean allowOverlap){
this.allowOverlap = allowOverlap;
return this;
}
@Override
public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
if(caster.onGround || !requiresFloor){
if(!spawnConstruct(world, caster.posX, caster.posY, caster.posZ, caster, modifiers)) return false;
if(sound != null) WizardryUtilities.playSoundAtPlayer(caster, sound, volume, pitch + pitchVariation * (world.rand.nextFloat() - 0.5f));
return true;
}
return false;
}
@Override
public boolean cast(World world, EntityLiving caster, EnumHand hand, int ticksInUse, EntityLivingBase target, SpellModifiers modifiers){
if(target != null){
if(caster.onGround || !requiresFloor){
if(!spawnConstruct(world, caster.posX, caster.posY, caster.posZ, caster, modifiers)) return false;
if(sound != null) caster.playSound(sound, volume, pitch + pitchVariation * (world.rand.nextFloat() - 0.5f));
return true;
}
}
return false;
}
/**
* Actually spawns the construct. By default, spawns the construct at the position of the caster and always returns
* true. Returning false will cause the spell to fail.
* @param world The world to spawn the construct in.
* @param x The x coordinate to spawn the construct at.
* @param y The y coordinate to spawn the construct at.
* @param z The z coordinate to spawn the construct at.
* @param caster The EntityLivingBase that cast this spell.
* @param modifiers The modifiers with which the spell was cast.
* @return false to cause the spell to fail, true to continue with casting.
*/
protected boolean spawnConstruct(World world, double x, double y, double z, EntityLivingBase caster, SpellModifiers modifiers){
if(!world.isRemote){
// Creates a new constuct using the supplied factory
T construct = constructFactory.apply(world);
// Sets the position of the construct (and initialises its bounding box)
construct.setPosition(x, y, z);
// Prevents overlapping of multiple constructs of the same type. Since we have an instance here this is
// very simple. The trade-off is that we have to create the entity before the spell fails, but unless
// world.spawnEntity(...) is called, its scope is limited to this method so it should be fine.
if(!allowOverlap && !world.getEntitiesWithinAABB(construct.getClass(), caster.getEntityBoundingBox()).isEmpty()) return false;
// Sets the various parameters
construct.setCaster(caster);
construct.lifetime = baseDuration == -1 ? -1 : (int)(baseDuration * modifiers.get(WizardryItems.duration_upgrade));
construct.damageMultiplier = modifiers.get(SpellModifiers.POTENCY);
addConstructExtras(construct, caster, modifiers);
// Spawns the construct in the world
world.spawnEntity(construct);
}
return true;
}
/**
* Called just before each construct is spawned. Does nothing by default, but is provided to allow subclasses to call
* extra methods on the spawned entity. This method is only called server-side so cannot be used to spawn particles
* directly.
* @param construct The entity being spawned.
* @param caster The caster of this spell.
* @param modifiers The modifiers this spell was cast with.
*/
// This is the reason this class is generic: it allows subclasses to do whatever they want to their specific entity,
// without needing to cast to it.
protected void addConstructExtras(T construct, EntityLivingBase caster, SpellModifiers modifiers){}
}