164 lines
7.2 KiB
Java
164 lines
7.2 KiB
Java
package electroblob.wizardry.util;
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import java.util.Collections;
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import java.util.HashMap;
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import java.util.Map;
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import java.util.Map.Entry;
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import electroblob.wizardry.event.SpellCastEvent;
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import io.netty.buffer.ByteBuf;
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import net.minecraft.item.Item;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraftforge.fml.common.network.ByteBufUtils;
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/**
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* <i>"{@code SpellModifiers} - modify all the things!"</i>
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* <p>
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* Object that wraps any number of spell modifiers into one, allowing for expandability within the Spell#cast methods.
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* This class is essentially a glorified {@link Map} which can be written to and read from a {@link ByteBuf}. It is
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* possible to calculate spell modifiers from wand NBT within the cast methods, but this is cumbersome and does not
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* allow the modifiers to be sent to the client, which is sometimes necessary (for example, detonate needs to know about
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* range modifiers on the client side or the particles wouldn't show outside of the base range).
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* <p>
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* Most external interaction with SpellModifiers objects will be in {@link SpellCastEvent.Pre}, where you can add
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* additional modifiers to them if desired for use with your own spells, or modify the existing ones. If you have added
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* a wand upgrade, this is <b>not</b> done automatically for you; you will have to do it yourself (for the simple reason
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* that not all wand upgrades affect spells). SpellModifiers objects are <i>mutable</i>, so you can simply change the
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* values they contain to modify the spell.
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* <p>
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* To use a SpellModifiers object within the <code>Spell.cast</code> methods, simply retrieve the desired modifier
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* using {@link SpellModifiers#get(Item)} for wand upgrades, or {@link SpellModifiers#get(String)} if the modifier is
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* not from a wand upgrade.
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*
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* @author Electroblob
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* @since Wizardry 1.2
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* @see WandHelper
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*/
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// I have made the decision that the USERS of this class must decide whether the modifiers need syncing or not, on a
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// case-by-case basis. Why? Because assigning keys to either sync or not sync would be unnecessarily restrictive, and
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// would mean they have to be registered, and part of the point of SpellModifiers is that they can be added to on the
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// fly.
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public final class SpellModifiers {
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/** Constant string identifier for the potency modifier. All the other modifiers in Wizardry have items. */
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public static final String POTENCY = "potency";
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private Map<String, Float> multiplierMap;
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private Map<String, Float> syncedMultiplierMap;
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/**
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* Creates an empty SpellModifiers object. All calls to <code>get(...)</code> on an empty SpellModifiers object will
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* return a value of 1.
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*/
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public SpellModifiers(){
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multiplierMap = new HashMap<String, Float>();
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syncedMultiplierMap = new HashMap<String, Float>();
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}
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/**
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* Adds the given multiplier to this SpellModifiers object, using the string identifier that the given wand upgrade
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* item was registered with.
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*
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* @throws IllegalArgumentException if the given item is not a registered special wand upgrade.
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* @param upgrade The upgrade item the multiplier corresponds to.
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* @param multiplier The multiplier value, with 1 being default. Usage of modifiers is up to individual spells to
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* implement.
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* @param needsSyncing Whether this multiplier should be synchronised with the client via packets. <i>Only set this
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* to true if particles will be spawned which need to know the value of the multiplier.</i>
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* @return The SpellModifiers object, allowing this method to be chained onto the constructor.
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*/
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public SpellModifiers set(Item upgrade, float multiplier, boolean needsSyncing){
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this.set(WandHelper.getIdentifier(upgrade), multiplier, needsSyncing);
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return this;
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}
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/**
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* Adds the given multiplier to this SpellModifiers object, using the given string key. In most cases, the
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* multiplier will correspond to a wand upgrade, in which case use {@link SpellModifiers#set(Item, float, boolean)}
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* instead.
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*
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* @param key The key used to identify the multiplier.
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* @param multiplier The multiplier value, with 1 being default. Usage of modifiers is up to individual spells to
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* implement.
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* @param needsSyncing Whether this multiplier should be synchronised with the client via packets. <i>Only set this
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* to true if particles will be spawned which depend on the multiplier.</i>
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* @return The SpellModifiers object, allowing this method to be chained onto the constructor.
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*/
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public SpellModifiers set(String key, float multiplier, boolean needsSyncing){
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multiplierMap.put(key, multiplier);
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if(needsSyncing) syncedMultiplierMap.put(key, multiplier);
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return this;
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}
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/**
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* Returns the multiplier corresponding to the given wand upgrade item, or 1 if no multiplier was stored.
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*
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* @throws IllegalArgumentException if the given item is not a registered special wand upgrade.
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*/
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public float get(Item upgrade){
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return get(WandHelper.getIdentifier(upgrade));
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}
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/**
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* Returns the multiplier corresponding to the given string key, or 1 if no multiplier was stored. In most cases,
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* the multiplier will correspond to a wand upgrade, in which case use {@link SpellModifiers#get(Item)} instead.
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*/
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public float get(String key){
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Float value = multiplierMap.get(key);
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// Must check for null before unboxing, and if it is null, return the default 1.
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return value == null ? 1 : value;
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}
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/**
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* Returns an unmodifiable map of the modifiers stored in this SpellModifiers object. Useful for iterating through
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* the modifiers.
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*/
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public Map<String, Float> getModifiers(){
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return Collections.unmodifiableMap(this.multiplierMap);
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}
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/** Removes all modifiers from this SpellModifiers object, effectively resetting them all to 1. */
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public void reset(){
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this.multiplierMap.clear();
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this.syncedMultiplierMap.clear();
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}
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/** Reads this SpellModifiers object from the given ByteBuf. */
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public void read(ByteBuf buf){
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int entryCount = buf.readInt();
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for(int i = 0; i < entryCount; i++){
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this.set(ByteBufUtils.readUTF8String(buf), buf.readFloat(), false);
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}
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}
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/** Writes this SpellModifiers object to the given ByteBuf so it can be sent via packets. */
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public void write(ByteBuf buf){
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buf.writeInt(syncedMultiplierMap.size());
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for(Entry<String, Float> entry : syncedMultiplierMap.entrySet()){
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ByteBufUtils.writeUTF8String(buf, entry.getKey());
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buf.writeFloat(entry.getValue());
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}
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}
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// These two don't use the Map <-> NBT methods in WizardryUtilities because it's better to use the strings as keys
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// themselves rather than storing them separately.
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/**
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* Creates a new SpellModifiers object from the given NBTTagCompound. The NBTTagCompound should have 1 or more float
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* tags, which will be stored as modifiers under the same name as the tag. For example, the following NBT tag (in
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* command syntax) will create a SpellModifiers object with a damage modifier of 1.5 and a range modifier of 2:
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* <p>
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* <code>{damage:1.5, range:2}</code>
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* <p>
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* Note that needsSyncing is set to true for all returned modifiers.
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*/
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public static SpellModifiers fromNBT(NBTTagCompound nbt){
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SpellModifiers modifiers = new SpellModifiers();
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for(String key : nbt.getKeySet()){
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modifiers.set(key, nbt.getFloat(key), true);
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}
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return modifiers;
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}
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}
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