Files
Wizardry/src/main/java/electroblob/wizardry/packet/PacketCastSpellAtPos.java
T
Electroblob77 f37812be3e That's one heck of a commit you've got there...
I may have got a bit behind with version control. A lot behind, in fact. Maybe I'll go back and split this sometime - then again, I probably won't. But hey, at least it's here!
2019-08-18 00:04:18 +01:00

86 lines
2.8 KiB
Java

package electroblob.wizardry.packet;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.spell.Spell;
import electroblob.wizardry.util.SpellModifiers;
import io.netty.buffer.ByteBuf;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.Vec3d;
import net.minecraftforge.fml.common.network.simpleimpl.IMessage;
import net.minecraftforge.fml.common.network.simpleimpl.IMessageHandler;
import net.minecraftforge.fml.common.network.simpleimpl.MessageContext;
/**
* <b>[Server -> Client]</b> This packet is sent when a spell is cast at a position by commands and returns true, and is
* sent to clients so they can spawn the particles themselves.
*/
// Soooo many spell casting packets...
public class PacketCastSpellAtPos implements IMessageHandler<PacketCastSpellAtPos.Message, IMessage> {
@Override
public IMessage onMessage(Message message, MessageContext ctx){
// Just to make sure that the side is correct
if(ctx.side.isClient()){
// Using a fully qualified name is a good course of action here; we don't really want to clutter the proxy
// methods any more than necessary.
net.minecraft.client.Minecraft.getMinecraft().addScheduledTask(() -> Wizardry.proxy.handleCastSpellAtPosPacket(message));
}
return null;
}
public static class Message implements IMessage {
/** Position for the spell */
public Vec3d position;
/** Direction for the spell */
public EnumFacing direction;
/** ID of the spell being cast */
public int spellID;
/** SpellModifiers for the spell */
public SpellModifiers modifiers;
/** Number of ticks to cast the spell for, or -1 for non-continuous spells */
public int duration;
// This constructor is required otherwise you'll get errors (used somewhere in fml through reflection)
public Message(){}
public Message(Vec3d position, EnumFacing direction, Spell spell, SpellModifiers modifiers){
this(position, direction, spell, modifiers, -1);
}
public Message(Vec3d position, EnumFacing direction, Spell spell, SpellModifiers modifiers, int duration){
this.spellID = spell.networkID();
this.modifiers = modifiers;
this.position = position;
this.direction = direction;
this.duration = duration;
}
@Override
public void fromBytes(ByteBuf buf){
// The order is important
position = new Vec3d(buf.readDouble(), buf.readDouble(), buf.readDouble());
direction = EnumFacing.byIndex(buf.readInt());
this.spellID = buf.readInt();
this.modifiers = new SpellModifiers();
this.modifiers.read(buf);
this.duration = buf.readInt();
}
@Override
public void toBytes(ByteBuf buf){
buf.writeDouble(position.x);
buf.writeDouble(position.y);
buf.writeDouble(position.z);
buf.writeInt(direction.getIndex());
buf.writeInt(spellID);
this.modifiers.write(buf);
buf.writeInt(duration);
}
}
}