Ritual docs
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@ -3,14 +3,22 @@ package WayofTime.bloodmagic.api.ritual;
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import lombok.EqualsAndHashCode;
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import lombok.Getter;
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import lombok.RequiredArgsConstructor;
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import lombok.ToString;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.ItemStack;
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import net.minecraft.util.BlockPos;
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import net.minecraft.world.World;
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import java.util.ArrayList;
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/**
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* Abstract class for creating new rituals. Rituals need be registered with
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* {@link WayofTime.bloodmagic.api.registry.RitualRegistry#registerRitual(Ritual, String)}
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*/
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@Getter
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@RequiredArgsConstructor
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@EqualsAndHashCode
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@ToString
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public abstract class Ritual {
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public final ArrayList<RitualComponent> ritualComponents = new ArrayList<RitualComponent>();
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@ -19,26 +27,69 @@ public abstract class Ritual {
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private final int activationCost;
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private final RitualRenderer renderer;
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/**
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* @param name - The name of the ritual
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* @param crystalLevel - Required Activation Crystal tier
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* @param activationCost - Base LP cost for activating the ritual
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*/
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public Ritual(String name, int crystalLevel, int activationCost) {
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this(name, crystalLevel, activationCost, null);
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}
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/**
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* Called when the player attempts to activate the ritual.
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*
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* {@link WayofTime.bloodmagic.tile.TileMasterRitualStone#activateRitual(ItemStack, EntityPlayer, Ritual)}
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*
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* @param masterRitualStone - The {@link IMasterRitualStone} that the ritual is bound to
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* @param player - The activating player
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* @return - Whether activation was successful
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*/
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public boolean activateRitual(IMasterRitualStone masterRitualStone, EntityPlayer player) {
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return true;
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}
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/**
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* Called every {@link #getRefreshTime()} ticks while active.
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*
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* {@link WayofTime.bloodmagic.tile.TileMasterRitualStone#performRitual(World, BlockPos)}
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*
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* @param masterRitualStone - The {@link IMasterRitualStone} that the ritual is bound to
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*/
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public abstract void performRitual(IMasterRitualStone masterRitualStone);
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/**
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* Called when the ritual is stopped for a given {@link BreakType}.
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*
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* {@link WayofTime.bloodmagic.tile.TileMasterRitualStone#stopRitual(BreakType)}
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*
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* @param masterRitualStone - The {@link IMasterRitualStone} that the ritual is bound to
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* @param breakType - The type of break that caused the stoppage.
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*/
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public void stopRitual(IMasterRitualStone masterRitualStone, BreakType breakType) {
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}
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/**
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* Used to set the amount of LP drained every {@link #getRefreshTime()} ticks.
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*
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* @return - The amount of LP drained per refresh
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*/
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public abstract int getRefreshCost();
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/**
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* Used to set the refresh rate of the ritual. (How often {@link #performRitual(IMasterRitualStone)}
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* is called.
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*
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* @return - How often to perform the effect in ticks.
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*/
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public int getRefreshTime() {
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return 20;
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}
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/**
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* @return a list of {@link RitualComponent} for checking the ritual.
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*/
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public abstract ArrayList<RitualComponent> getComponents();
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public void addOffsetRunes(ArrayList<RitualComponent> components, int offset1, int offset2, int y, EnumRuneType rune) {
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