Implemented the Mob Sacrifice Array.
Needs some cleaning up + added visuals, but appears functional.
This commit is contained in:
parent
32227afd9d
commit
389043dc64
10 changed files with 644 additions and 35 deletions
|
@ -0,0 +1,184 @@
|
|||
package WayofTime.bloodmagic.alchemyArray;
|
||||
|
||||
import java.util.ArrayList;
|
||||
import java.util.List;
|
||||
import java.util.Random;
|
||||
|
||||
import net.minecraft.entity.EntityLivingBase;
|
||||
import net.minecraft.entity.item.EntityItem;
|
||||
import net.minecraft.entity.monster.IMob;
|
||||
import net.minecraft.entity.passive.EntityAnimal;
|
||||
import net.minecraft.entity.player.EntityPlayer;
|
||||
import net.minecraft.entity.player.EntityPlayerMP;
|
||||
import net.minecraft.init.SoundEvents;
|
||||
import net.minecraft.item.ItemStack;
|
||||
import net.minecraft.nbt.NBTTagCompound;
|
||||
import net.minecraft.tileentity.TileEntity;
|
||||
import net.minecraft.util.EnumParticleTypes;
|
||||
import net.minecraft.util.SoundCategory;
|
||||
import net.minecraft.util.math.BlockPos;
|
||||
import net.minecraft.world.World;
|
||||
import net.minecraftforge.fml.common.registry.EntityEntry;
|
||||
import net.minecraftforge.fml.common.registry.EntityRegistry;
|
||||
import WayofTime.bloodmagic.api.impl.BloodMagicAPI;
|
||||
import WayofTime.bloodmagic.api.impl.recipe.RecipeSacrificeCraft;
|
||||
import WayofTime.bloodmagic.ritual.AreaDescriptor;
|
||||
import WayofTime.bloodmagic.util.DamageSourceBloodMagic;
|
||||
import WayofTime.bloodmagic.util.helper.PurificationHelper;
|
||||
|
||||
public class AlchemyArrayEffectMobSacrifice extends AlchemyArrayEffect
|
||||
{
|
||||
public static final AreaDescriptor itemDescriptor = new AreaDescriptor.Rectangle(new BlockPos(-5, -5, -5), 11);
|
||||
public static final AreaDescriptor mobDescriptor = new AreaDescriptor.Rectangle(new BlockPos(-5, -5, -5), 11);
|
||||
|
||||
public AlchemyArrayEffectMobSacrifice(String key)
|
||||
{
|
||||
super(key);
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean update(TileEntity tile, int ticksActive)
|
||||
{
|
||||
World world = tile.getWorld();
|
||||
if (world.isRemote && ticksActive < 200 && ticksActive > 40)
|
||||
{
|
||||
BlockPos pos = tile.getPos();
|
||||
Random rand = world.rand;
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
double d0 = (double) pos.getX() + 0.5D + (rand.nextDouble() - 0.5D) * 2.5D;
|
||||
double d1 = (double) pos.getY() + 0.2D + (rand.nextDouble() - 0.5D) * 0.2D;
|
||||
double d2 = (double) pos.getZ() + 0.5D + (rand.nextDouble() - 0.5D) * 2.5D;
|
||||
world.spawnParticle(EnumParticleTypes.SPELL_MOB, d0, d1, d2, 1D, 0.0D, 0.0D);
|
||||
}
|
||||
}
|
||||
|
||||
if (!world.isRemote)
|
||||
{
|
||||
if (ticksActive >= 200)
|
||||
{
|
||||
BlockPos pos = tile.getPos();
|
||||
|
||||
List<EntityItem> itemList = world.getEntitiesWithinAABB(EntityItem.class, itemDescriptor.getAABB(pos));
|
||||
|
||||
List<ItemStack> inputList = new ArrayList<ItemStack>();
|
||||
|
||||
for (EntityItem entityItem : itemList)
|
||||
{
|
||||
if (entityItem.isDead || entityItem.getItem().isEmpty())
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
inputList.add(entityItem.getItem().copy());
|
||||
}
|
||||
|
||||
if (inputList.isEmpty())
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (inputList.size() == 1) //TODO: Test if it is a something that can be filled with Soul Breath
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
RecipeSacrificeCraft recipe = BloodMagicAPI.INSTANCE.getRecipeRegistrar().getSacrificeCraft(inputList);
|
||||
if (recipe != null)
|
||||
{
|
||||
double healthRequired = recipe.getHealthRequired();
|
||||
double healthAvailable = 0;
|
||||
|
||||
List<EntityLivingBase> livingEntities = world.getEntitiesWithinAABB(EntityLivingBase.class, mobDescriptor.getAABB(pos));
|
||||
for (EntityLivingBase living : livingEntities)
|
||||
{
|
||||
double health = getEffectiveHealth(living);
|
||||
if (health > 0)
|
||||
{
|
||||
healthAvailable += health;
|
||||
}
|
||||
}
|
||||
|
||||
if (healthAvailable < healthRequired)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
for (EntityLivingBase living : livingEntities)
|
||||
{
|
||||
double health = getEffectiveHealth(living);
|
||||
if (health > 0)
|
||||
{
|
||||
healthAvailable -= health;
|
||||
living.getEntityWorld().playSound(null, living.posX, living.posY, living.posZ, SoundEvents.BLOCK_FIRE_EXTINGUISH, SoundCategory.BLOCKS, 0.5F, 2.6F + (living.getEntityWorld().rand.nextFloat() - living.getEntityWorld().rand.nextFloat()) * 0.8F);
|
||||
living.setHealth(-1);
|
||||
living.onDeath(DamageSourceBloodMagic.INSTANCE);
|
||||
}
|
||||
|
||||
if (healthAvailable <= 0)
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (EntityItem itemEntity : itemList)
|
||||
{
|
||||
itemEntity.getItem().setCount(itemEntity.getItem().getCount() - 1);
|
||||
if (itemEntity.getItem().isEmpty()) //TODO: Check container
|
||||
{
|
||||
itemEntity.setDead();
|
||||
}
|
||||
}
|
||||
|
||||
world.spawnEntity(new EntityItem(world, pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5, recipe.getOutput()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
//Future-proofing in case I want to make different mobs give different effective health
|
||||
public double getEffectiveHealth(EntityLivingBase living)
|
||||
{
|
||||
if (living == null)
|
||||
return 0;
|
||||
|
||||
if (!living.isNonBoss())
|
||||
return 0;
|
||||
|
||||
if (living instanceof EntityPlayer)
|
||||
return 0;
|
||||
|
||||
if (living.isChild() && !(living instanceof IMob))
|
||||
return 0;
|
||||
|
||||
if (living.isDead || living.getHealth() < 0.5F)
|
||||
return 0;
|
||||
|
||||
EntityEntry entityEntry = EntityRegistry.getEntry(living.getClass());
|
||||
if (entityEntry == null)
|
||||
return 0;
|
||||
|
||||
return living.getHealth();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void writeToNBT(NBTTagCompound tag)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public void readFromNBT(NBTTagCompound tag)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
@Override
|
||||
public AlchemyArrayEffect getNewCopy()
|
||||
{
|
||||
return new AlchemyArrayEffectMobSacrifice(key);
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue