BloodMagic/src/main/java/WayofTime/bloodmagic/alchemyArray/AlchemyArrayEffectBinding.java

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package WayofTime.bloodmagic.alchemyArray;
import WayofTime.bloodmagic.api.alchemyCrafting.AlchemyArrayEffect;
import lombok.Getter;
import net.minecraft.entity.effect.EntityLightningBolt;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.BlockPos;
import net.minecraft.world.World;
import WayofTime.bloodmagic.api.alchemyCrafting.AlchemyArrayEffectCrafting;
import WayofTime.bloodmagic.client.render.alchemyArray.BindingAlchemyCircleRenderer;
public class AlchemyArrayEffectBinding extends AlchemyArrayEffect {
@Getter
public final ItemStack outputStack;
public AlchemyArrayEffectBinding(ItemStack outputStack) {
this.outputStack = outputStack;
}
@Override
public boolean update(TileEntity tile, int ticksActive) {
if(ticksActive >= 50 && ticksActive <= 250) {
//TODO: Find a way to spawn lightning from only the server side - does not render when just spawned on server, not client.
this.spawnLightningOnCircle(tile.getWorld(), tile.getPos(), ticksActive);
}
if(tile.getWorld().isRemote) {
return false;
}
if(ticksActive >= 300){
BlockPos pos = tile.getPos();
ItemStack output = outputStack.copy();
EntityItem outputEntity = new EntityItem(tile.getWorld(), pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5, output);
tile.getWorld().spawnEntityInWorld(outputEntity);
return true;
}
return false;
}
public void spawnLightningOnCircle(World world, BlockPos pos, int ticksActive) {
if(ticksActive % 50 == 0) {
int circle = ticksActive / 50 - 1;
float distance = BindingAlchemyCircleRenderer.getDistanceOfCircle(circle, ticksActive);
float angle = BindingAlchemyCircleRenderer.getAngleOfCircle(circle, ticksActive);
double dispX = distance * Math.sin(angle);
double dispZ = -distance * Math.cos(angle);
EntityLightningBolt lightning = new EntityLightningBolt(world, pos.getX() + dispX, pos.getY(), pos.getZ() + dispZ);
world.spawnEntityInWorld(lightning);
}
}
}