Files
Wizardry/src/main/java/electroblob/wizardry/spell/FrostRay.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

99 lines
4.0 KiB
Java

package electroblob.wizardry.spell;
import electroblob.wizardry.item.SpellActions;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.registry.WizardryPotions;
import electroblob.wizardry.util.MagicDamage;
import electroblob.wizardry.util.MagicDamage.DamageType;
import electroblob.wizardry.util.ParticleBuilder;
import electroblob.wizardry.util.ParticleBuilder.Type;
import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.monster.EntityBlaze;
import net.minecraft.entity.monster.EntityMagmaCube;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.potion.PotionEffect;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.SoundEvent;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.Vec3d;
import net.minecraft.util.text.TextComponentTranslation;
import net.minecraft.world.World;
public class FrostRay extends SpellRay {
public FrostRay(){
super("frost_ray", true, SpellActions.POINT);
this.particleVelocity(1);
this.particleSpacing(0.5);
addProperties(DAMAGE, EFFECT_DURATION, EFFECT_STRENGTH);
}
@Override
protected SoundEvent[] createSounds(){
return this.createContinuousSpellSounds();
}
@Override
protected void playSound(World world, EntityLivingBase entity, int ticksInUse, int duration, SpellModifiers modifiers, String... sounds){
this.playSoundLoop(world, entity, ticksInUse);
}
@Override
protected void playSound(World world, double x, double y, double z, int ticksInUse, int duration, SpellModifiers modifiers, String... sounds){
this.playSoundLoop(world, x, y, z, ticksInUse, duration);
}
@Override
protected boolean onEntityHit(World world, Entity target, Vec3d hit, EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers){
if(WizardryUtilities.isLiving(target)){
if(target.isBurning()) target.extinguish();
if(MagicDamage.isEntityImmune(DamageType.FROST, target)){
if(!world.isRemote && ticksInUse == 1 && caster instanceof EntityPlayer) ((EntityPlayer)caster)
.sendStatusMessage(new TextComponentTranslation("spell.resist", target.getName(),
this.getNameForTranslationFormatted()), true);
// This now only damages in line with the maxHurtResistantTime. Some mods don't play nicely and fiddle
// with this mechanic for their own purposes, so this line makes sure that doesn't affect wizardry.
}else if(ticksInUse % ((EntityLivingBase)target).maxHurtResistantTime == 1){
// For frost ray the entity can move slightly, unlike freeze
((EntityLivingBase)target).addPotionEffect(new PotionEffect(WizardryPotions.frost,
(int)(getProperty(EFFECT_DURATION).floatValue() * modifiers.get(WizardryItems.duration_upgrade)),
getProperty(EFFECT_STRENGTH).intValue()));
float damage = getProperty(DAMAGE).floatValue() * modifiers.get(SpellModifiers.POTENCY);
if(target instanceof EntityBlaze || target instanceof EntityMagmaCube) damage *= 2;
WizardryUtilities.attackEntityWithoutKnockback(target, MagicDamage.causeDirectMagicDamage(caster,
DamageType.FROST), damage);
}
}
return true;
}
@Override
protected boolean onBlockHit(World world, BlockPos pos, EnumFacing side, Vec3d hit, EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers){
return false;
}
@Override
protected boolean onMiss(World world, EntityLivingBase caster, Vec3d origin, Vec3d direction, int ticksInUse, SpellModifiers modifiers){
return true;
}
@Override
protected void spawnParticle(World world, double x, double y, double z, double vx, double vy, double vz){
float brightness = world.rand.nextFloat();
ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(vx, vy, vz).time(8 + world.rand.nextInt(12))
.clr(0.4f + 0.6f * brightness, 0.6f + 0.4f*brightness, 1).collide(true).spawn(world);
ParticleBuilder.create(Type.SNOW).pos(x, y, z).vel(vx, vy, vz).time(8 + world.rand.nextInt(12)).collide(true).spawn(world);
}
}