be250e218e
- Hooks into ModelRenderer by wrapping it in an extended version that allows modification of angles after the model has set them - Is compatible with pretty much everything, yay (even modded armour!) - Adds property overrides to ItemWand so that gets animated too - Adds a system for generating override models from a template at runtime so I don't have to duplicate all the wand models - Tweaks particles and ray spells so they line up with the end of the newly-animated wand - Fixes a long-standing bug where wand usage actions would stop immediately for all non-continuous spells
64 lines
2.7 KiB
Java
64 lines
2.7 KiB
Java
package electroblob.wizardry.spell;
|
|
|
|
import electroblob.wizardry.Wizardry;
|
|
import electroblob.wizardry.item.SpellActions;
|
|
import electroblob.wizardry.util.ParticleBuilder;
|
|
import electroblob.wizardry.util.ParticleBuilder.Type;
|
|
import electroblob.wizardry.util.SpellModifiers;
|
|
import net.minecraft.entity.player.EntityPlayer;
|
|
import net.minecraft.util.EnumHand;
|
|
import net.minecraft.world.World;
|
|
|
|
public class Flight extends Spell {
|
|
|
|
public static final String SPEED = "speed";
|
|
public static final String ACCELERATION = "acceleration";
|
|
|
|
private static final double Y_NUDGE_ACCELERATION = 0.075;
|
|
|
|
public Flight(){
|
|
super("flight", SpellActions.POINT, true);
|
|
addProperties(SPEED, ACCELERATION);
|
|
}
|
|
|
|
@Override
|
|
public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
|
|
|
|
if(!caster.isInWater() && !caster.isInLava() && !caster.isElytraFlying()){
|
|
|
|
float speed = getProperty(SPEED).floatValue() * modifiers.get(SpellModifiers.POTENCY);
|
|
float acceleration = getProperty(ACCELERATION).floatValue() * modifiers.get(SpellModifiers.POTENCY);
|
|
|
|
// The division thingy checks if the look direction is the opposite way to the velocity. If this is the
|
|
// case then the velocity should be added regardless of the player's current speed.
|
|
if((Math.abs(caster.motionX) < speed || caster.motionX / caster.getLookVec().x < 0)
|
|
&& (Math.abs(caster.motionZ) < speed || caster.motionZ / caster.getLookVec().z < 0)){
|
|
caster.addVelocity(caster.getLookVec().x * acceleration, 0, caster.getLookVec().z * acceleration);
|
|
}
|
|
// y velocity is handled separately to stop the player from falling from the sky when they reach maximum
|
|
// horizontal speed.
|
|
if(Math.abs(caster.motionY) < speed || caster.motionY / caster.getLookVec().y < 0){
|
|
caster.motionY += caster.getLookVec().y * acceleration + Y_NUDGE_ACCELERATION;
|
|
}
|
|
|
|
if(!Wizardry.settings.replaceVanillaFallDamage) caster.fallDistance = 0.0f;
|
|
}
|
|
|
|
if(world.isRemote){
|
|
double x = caster.posX - 1 + world.rand.nextDouble() * 2;
|
|
double y = caster.getEntityBoundingBox().minY + caster.getEyeHeight() - 0.5 + world.rand.nextDouble();
|
|
double z = caster.posZ - 1 + world.rand.nextDouble() * 2;
|
|
ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, -0.1, 0).time(15).clr(0.8f, 1, 0.5f).spawn(world);
|
|
x = caster.posX - 1 + world.rand.nextDouble() * 2;
|
|
y = caster.getEntityBoundingBox().minY + caster.getEyeHeight() - 0.5 + world.rand.nextDouble();
|
|
z = caster.posZ - 1 + world.rand.nextDouble() * 2;
|
|
ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, -0.1, 0).time(15).clr(1f, 1f, 1f).spawn(world);
|
|
}
|
|
|
|
if(ticksInUse % 24 == 0) playSound(world, caster, ticksInUse, -1, modifiers);
|
|
|
|
return true;
|
|
}
|
|
|
|
}
|