Files
Wizardry/src/main/java/electroblob/wizardry/spell/ArrowRain.java
T
2018-02-11 22:51:13 +01:00

62 lines
2.1 KiB
Java

package electroblob.wizardry.spell;
import electroblob.wizardry.constants.Element;
import electroblob.wizardry.constants.SpellType;
import electroblob.wizardry.constants.Tier;
import electroblob.wizardry.entity.construct.EntityArrowRain;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.registry.WizardrySounds;
import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.util.EnumHand;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.world.World;
public class ArrowRain extends Spell {
public ArrowRain(){
super(Tier.MASTER, 75, Element.SORCERY, "arrow_rain", SpellType.ATTACK, 300, EnumAction.NONE, false);
}
@Override
public boolean doesSpellRequirePacket(){
return false;
}
@Override
public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
RayTraceResult rayTrace = WizardryUtilities.rayTrace(20 * modifiers.get(WizardryItems.range_upgrade), world,
caster, false);
if(rayTrace != null && rayTrace.typeOfHit == RayTraceResult.Type.BLOCK){
if(!world.isRemote){
double x = rayTrace.hitVec.x;
double y = rayTrace.hitVec.y;
double z = rayTrace.hitVec.z;
// Moves the entity back towards the caster a bit, so the area of effect is better centred on the
// position.
// 3.0d is the distance to move the entity back towards the caster.
double dx = caster.posX - x;
double dz = caster.posZ - z;
double distRatio = 3.0d / Math.sqrt(dx * dx + dz * dz);
x += dx * distRatio;
z += dz * distRatio;
EntityArrowRain arrowrain = new EntityArrowRain(world, x, y + 5, z, caster,
(int)(120 * modifiers.get(WizardryItems.duration_upgrade)),
modifiers.get(SpellModifiers.DAMAGE));
arrowrain.rotationYaw = caster.rotationYawHead;
world.spawnEntity(arrowrain);
}
caster.swingArm(hand);
WizardryUtilities.playSoundAtPlayer(caster, WizardrySounds.SPELL_SUMMONING, 1.0F, 1.0F);
return true;
}
return false;
}
}