Files
Wizardry/src/main/java/electroblob/wizardry/spell/FreezingWeapon.java
T
Electroblob77 be250e218e Add player animation system!
- 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
2020-05-09 20:17:15 +01:00

71 lines
2.8 KiB
Java

package electroblob.wizardry.spell;
import electroblob.wizardry.constants.Constants;
import electroblob.wizardry.data.WizardData;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.registry.WizardryEnchantments;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.util.ParticleBuilder;
import electroblob.wizardry.util.ParticleBuilder.Type;
import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.enchantment.EnchantmentHelper;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumHand;
import net.minecraft.world.World;
public class FreezingWeapon extends Spell {
/**
* The NBT tag name for storing the level of frost enchantment in the arrow's tag compound. (There's nothing
* stopping you from using this elsewhere to shoot freezing arrows if you want to...)
*/
public static final String FREEZING_ARROW_NBT_KEY = "frostLevel";
public FreezingWeapon(){
super("freezing_weapon", SpellActions.IMBUE, false);
addProperties(EFFECT_DURATION);
}
@Override
public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
// Won't work if the weapon already has the enchantment
if(WizardData.get(caster) != null
&& WizardData.get(caster).getImbuementDuration(WizardryEnchantments.freezing_weapon) <= 0){
for(ItemStack stack : WizardryUtilities.getPrioritisedHotbarAndOffhand(caster)){
if((ImbueWeapon.isSword(stack) || ImbueWeapon.isBow(stack))
&& !EnchantmentHelper.getEnchantments(stack).containsKey(WizardryEnchantments.freezing_weapon)){
// The enchantment level as determined by the damage multiplier. The + 0.5f is so that
// weird float processing doesn't incorrectly round it down.
stack.addEnchantment(WizardryEnchantments.freezing_weapon,
modifiers.get(SpellModifiers.POTENCY) == 1.0f ? 1
: (int)((modifiers.get(SpellModifiers.POTENCY) - 1.0f)
/ Constants.POTENCY_INCREASE_PER_TIER + 0.5f));
WizardData.get(caster).setImbuementDuration(WizardryEnchantments.freezing_weapon,
(int)(getProperty(EFFECT_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade)));
if(world.isRemote){
for(int i=0; i<10; i++){
double x = caster.posX + world.rand.nextDouble() * 2 - 1;
double y = caster.getEntityBoundingBox().minY + caster.getEyeHeight() - 0.5 + world.rand.nextDouble();
double z = caster.posZ + world.rand.nextDouble() * 2 - 1;
ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, 0.1, 0).clr(0.9f, 0.7f, 1).spawn(world);
}
}
this.playSound(world, caster, ticksInUse, -1, modifiers);
return true;
}
}
}
return false;
}
}