Files
Wizardry/src/main/java/electroblob/wizardry/entity/projectile/EntityLightningArrow.java
T
2018-02-07 21:15:50 +00:00

100 lines
3.0 KiB
Java

package electroblob.wizardry.entity.projectile;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.registry.WizardrySounds;
import electroblob.wizardry.util.MagicDamage.DamageType;
import electroblob.wizardry.util.WizardryParticleType;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.world.World;
public class EntityLightningArrow extends EntityMagicArrow {
/** Basic shell constructor. Should only be used by the client. */
public EntityLightningArrow(World world){
super(world);
}
/**
* Creates a projectile at position xyz in world, with no motion. Do not create a projectile with this constructor
* and then call setVelocity() as that method is, bizarrely, client-side only.
*/
public EntityLightningArrow(World world, double x, double y, double z){
super(world, x, y, z);
}
/**
* Creates a projectile at the position of the caster, pointing at the given target. The trajectory seems to be
* altered slightly by a random amount determined by the last parameter. For reference, skeletons set this to 10 on
* easy, 6 on normal and 2 on hard difficulty.
*/
public EntityLightningArrow(World world, EntityLivingBase caster, Entity target, float speed, float aimingError,
float damageMultiplier){
super(world, caster, target, speed, aimingError, damageMultiplier);
}
/**
* Creates a projectile pointing in the direction the caster is looking, with the given speed. USE THIS CONSTRUCTOR
* FOR NORMAL SPELLS.
*/
public EntityLightningArrow(World world, EntityLivingBase caster, float speed, float damageMultiplier){
super(world, caster, speed, damageMultiplier);
}
@Override
public void onEntityHit(EntityLivingBase entityHit){
if(world.isRemote){
for(int j = 0; j < 8; j++){
Wizardry.proxy.spawnParticle(WizardryParticleType.SPARK, world, this.posX + rand.nextFloat() - 0.5,
this.posY + this.height / 2 + rand.nextFloat() - 0.5, this.posZ + rand.nextFloat() - 0.5, 0, 0,
0, 3);
}
}
/* Pretty sure this needn't be here, probably missed it when I implemented the damage type system. if(entityHit
* instanceof EntityCreeper && !((EntityCreeper)entityHit).getPowered()){
* entityHit.getDataWatcher().updateObject(17, Byte.valueOf((byte)1)); if(this.getShootingEntity() instanceof
* EntityPlayer) ((EntityPlayer)this.getShootingEntity()).addStat(Wizardry.chargeCreeper); } */
this.playSound(WizardrySounds.SPELL_SPARK, 1.0F, 1.0F);
}
@Override
public void tickInAir(){
if(this.ticksExisted > 20){
this.setDead();
}
if(world.isRemote){
Wizardry.proxy.spawnParticle(WizardryParticleType.SPARK, world, this.posX, this.posY, this.posZ, 0, 0, 0,
3);
}
}
@Override
public double getDamage(){
return 7.0d;
}
@Override
public DamageType getDamageType(){
return DamageType.SHOCK;
}
@Override
public boolean doGravity(){
return false;
}
@Override
public boolean doDeceleration(){
return false;
}
@Override
protected void entityInit(){
}
}