135 lines
5.0 KiB
Java
135 lines
5.0 KiB
Java
package electroblob.wizardry.spell;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.constants.Constants;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.util.RayTracer;
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import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.EnumAction;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.EnumParticleTypes;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.RayTraceResult;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.world.World;
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public class PhaseStep extends Spell {
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public static final String WALL_THICKNESS = "wall_thickness";
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public PhaseStep(){
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super("phase_step", EnumAction.NONE, false);
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addProperties(RANGE, WALL_THICKNESS);
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}
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@Override
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public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
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double range = getProperty(RANGE).floatValue() * modifiers.get(WizardryItems.range_upgrade);
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RayTraceResult rayTrace = RayTracer.standardBlockRayTrace(world, caster, range, false);
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// This is here because the conditions are false on the client for whatever reason. (see the Javadoc for cast()
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// for an explanation)
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if(world.isRemote){
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for(int i = 0; i < 10; i++){
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double dx1 = caster.posX;
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double dy1 = caster.getEntityBoundingBox().minY + 2 * world.rand.nextFloat();
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double dz1 = caster.posZ;
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world.spawnParticle(EnumParticleTypes.PORTAL, dx1, dy1, dz1, world.rand.nextDouble() - 0.5,
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world.rand.nextDouble() - 0.5, world.rand.nextDouble() - 0.5);
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}
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Wizardry.proxy.playBlinkEffect(caster);
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}
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if(rayTrace != null && rayTrace.typeOfHit == RayTraceResult.Type.BLOCK){
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BlockPos pos = rayTrace.getBlockPos();
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// The maximum wall thickness as determined by the range multiplier. The + 0.5f is so that
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// weird float processing doesn't incorrectly round it down.
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int maxThickness = getProperty(WALL_THICKNESS).intValue()
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+ (int)((modifiers.get(WizardryItems.range_upgrade) - 1) / Constants.RANGE_INCREASE_PER_LEVEL + 0.5f);
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if(rayTrace.sideHit == EnumFacing.UP) maxThickness++; // Allow space for the player's head
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// i represents how far the player needs to teleport to get through the wall
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for(int i = 0; i <= maxThickness; i++){
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BlockPos pos1 = pos.offset(rayTrace.sideHit.getOpposite(), i);
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// Prevents the player from teleporting through unbreakable blocks, so they cannot cheat in other
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// mods' mazes and dungeons.
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if((WizardryUtilities.isBlockUnbreakable(world, pos1) || WizardryUtilities.isBlockUnbreakable(world, pos1.up()))
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&& !Wizardry.settings.teleportThroughUnbreakableBlocks)
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break; // Don't return false yet, there are other possible outcomes below now
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if(!world.getBlockState(pos1).getMaterial().blocksMovement()
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&& !world.getBlockState(pos1.up()).getMaterial().blocksMovement()){
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// Plays before and after so it is heard from both positions
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this.playSound(world, caster, ticksInUse, -1, modifiers);
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if(!world.isRemote){
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caster.setPositionAndUpdate(pos1.getX() + 0.5, pos1.getY() + 0.5, pos1.getZ() + 0.5);
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}
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caster.swingArm(hand);
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this.playSound(world, caster, ticksInUse, -1, modifiers);
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return true;
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}
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}
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// If no suitable position was found on the other side of the wall, works like blink instead
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// Leave space for the player's head
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if(rayTrace.sideHit == EnumFacing.DOWN) pos = pos.down();
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// This means stuff like snow layers is ignored, meaning when on snow-covered ground the player does
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// not teleport 1 block above the ground.
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if(rayTrace.sideHit == EnumFacing.UP && !world.getBlockState(pos).getMaterial().blocksMovement()){
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pos = pos.down();
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}
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pos = pos.offset(rayTrace.sideHit);
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// Prevents the player from teleporting into blocks and suffocating
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if(world.getBlockState(pos).getMaterial().blocksMovement()
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|| world.getBlockState(pos.up()).getMaterial().blocksMovement()){
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return false;
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}
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// Plays before and after so it is heard from both positions
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this.playSound(world, caster, ticksInUse, -1, modifiers);
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if(!world.isRemote) caster.setPositionAndUpdate(pos.getX() + 0.5, pos.getY(), pos.getZ() + 0.5);
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this.playSound(world, caster, ticksInUse, -1, modifiers);
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caster.swingArm(hand);
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return true;
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}else{ // The ray trace missed
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Vec3d destination = caster.getPositionVector().add(caster.getLookVec().scale(range));
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BlockPos pos = new BlockPos(destination);
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// Prevents the player from teleporting into blocks and suffocating.
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if(world.getBlockState(pos).getMaterial().blocksMovement()
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|| world.getBlockState(pos.up()).getMaterial().blocksMovement()){
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return false;
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}
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if(!world.isRemote) caster.setPositionAndUpdate(destination.x, destination.y, destination.z);
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this.playSound(world, caster, ticksInUse, -1, modifiers);
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caster.swingArm(hand);
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return true;
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}
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}
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}
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