Files
Wizardry/src/main/java/electroblob/wizardry/registry/WizardryPotions.java
T
Philipp Rustemeier b9d240799d Finish changing modid to 'ebwizardry'
- Fix up translations, resource IDs, paths etc.
- Where possible, the modid part in most strings now just reuses Wizardry.MODID
2018-03-16 18:08:47 +01:00

119 lines
5.7 KiB
Java

package electroblob.wizardry.registry;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.potion.PotionDecay;
import electroblob.wizardry.potion.PotionFrost;
import electroblob.wizardry.potion.PotionMagicEffect;
import electroblob.wizardry.potion.PotionMagicEffectParticles;
import electroblob.wizardry.util.WizardryParticleType;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.potion.Potion;
import net.minecraft.util.EnumParticleTypes;
import net.minecraft.world.World;
import net.minecraftforge.event.RegistryEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.eventhandler.SubscribeEvent;
import net.minecraftforge.registries.IForgeRegistry;
/**
* Class responsible for defining, storing and registering all of wizardry's potion effects.
*
* @author Electroblob
* @since Wizardry 2.1
*/
@Mod.EventBusSubscriber
public final class WizardryPotions {
/* Interestingly, setting the colour to black stops the particles from rendering. This is great, however, the black
* colour then 'mixes' with other potions that are applied. Whilst this is a bit annoying, for the amount it is
* likely to get noticed it is certainly preferable to always making showParticles false, because now I can give the
* user the option (via commands) of having one of my potion effects without particles, and more importantly the
* potion effect HUD still gets displayed. TODO: Backport to 1.7.10, assuming it also works in that version. This
* means also changing whenever the potion effect is added such that it is NOT ambient. */
public static final Potion frost = new PotionFrost(true, 0); // Colour was 0x38ddec (was arbitrary anyway)
public static final Potion transience = new PotionMagicEffectParticles(false, 0, 0){
@Override
public void spawnCustomParticle(World world, double x, double y, double z){
Wizardry.proxy.spawnParticle(WizardryParticleType.DUST, world, x, y, z, 0, 0, 0,
(int)(16.0D / (Math.random() * 0.8D + 0.2D)), 0.8f, 0.8f, 1.0f);
}
}.setBeneficial(); // 0xffe89b
public static final Potion fireskin = new PotionMagicEffectParticles(false, 0, 1){
@Override
public void spawnCustomParticle(World world, double x, double y, double z){
world.spawnParticle(EnumParticleTypes.FLAME, x, y, z, 0, 0, 0);
}
@Override
public void performEffect(EntityLivingBase entitylivingbase, int strength){
entitylivingbase.extinguish(); // Stops melee mobs that are on fire from setting the player on fire,
// without allowing the player to actually stand in fire or swim in lava without taking damage.
};
}.setBeneficial(); // 0xff2f02
public static final Potion ice_shroud = new PotionMagicEffectParticles(false, 0, 2){
@Override
public void spawnCustomParticle(World world, double x, double y, double z){
float brightness = 0.5f + (world.rand.nextFloat() / 2);
Wizardry.proxy.spawnParticle(WizardryParticleType.SPARKLE, world, x, y, z, 0, 0, 0,
48 + world.rand.nextInt(12), brightness, brightness + 0.1f, 1.0f, true, 0);
Wizardry.proxy.spawnParticle(WizardryParticleType.SNOW, world, x, y, z, 0, -0.02, 0,
40 + world.rand.nextInt(10));
}
}.setBeneficial(); // 0x52f1ff
public static final Potion static_aura = new PotionMagicEffectParticles(false, 0, 3){
@Override
public void spawnCustomParticle(World world, double x, double y, double z){
Wizardry.proxy.spawnParticle(WizardryParticleType.SPARK, world, x, y, z, 0, 0, 0, 3);
}
}.setBeneficial(); // 0x0070ff
public static final Potion decay = new PotionDecay(true, 0x3c006c);
public static final Potion sixth_sense = new PotionMagicEffect(false, 0xc6ff01, 4).setBeneficial();
public static final Potion arcane_jammer = new PotionMagicEffect(false, 0xcf4aa2, 5);
public static final Potion mind_trick = new PotionMagicEffect(true, 0x601683, 6);
public static final Potion mind_control = new PotionMagicEffect(true, 0x320b44, 7);
public static final Potion font_of_mana = new PotionMagicEffect(false, 0xffe5bb, 8).setBeneficial();
public static final Potion fear = new PotionMagicEffect(true, 0xbd0100, 9);
/**
* Sets both the registry and unlocalised names of the given potion, then registers it with the given registry. Use
* this instead of {@link Potion#setRegistryName(String)} and {@link Potion#setUnlocalizedName(String)} during
* construction, for convenience and consistency.
*
* @param registry The registry to register the given potion to.
* @param potion The potion to register.
* @param name The name of the potion, without the mod ID or the .name stuff. The registry name will be
* {@code ebwizardry:[name]}. The unlocalised name will be {@code potion.ebwizardry:[name].name}.
*/
public static void registerPotion(IForgeRegistry<Potion> registry, Potion potion, String name){
potion.setRegistryName(Wizardry.MODID, name);
// For some reason, Potion#getName() doesn't prepend "potion." itself, so it has to be done here.
potion.setPotionName("potion." + potion.getRegistryName().toString());
registry.register(potion);
}
@SubscribeEvent
public static void register(RegistryEvent.Register<Potion> event){
IForgeRegistry<Potion> registry = event.getRegistry();
registerPotion(registry, frost, "frost");
registerPotion(registry, transience, "transience");
registerPotion(registry, fireskin, "fireskin");
registerPotion(registry, ice_shroud, "ice_shroud");
registerPotion(registry, static_aura, "static_aura");
registerPotion(registry, decay, "decay");
registerPotion(registry, sixth_sense, "sixth_sense");
registerPotion(registry, arcane_jammer, "arcane_jammer");
registerPotion(registry, mind_trick, "mind_trick");
registerPotion(registry, mind_control, "mind_control");
registerPotion(registry, font_of_mana, "font_of_mana");
registerPotion(registry, fear, "fear");
}
}