Added "Trick Shot" upgrade to the armour - when trained, your bow will shoot more than one arrow.

This commit is contained in:
WayofTime 2016-01-06 22:07:17 -05:00
parent 2cf7da8603
commit 828edf298e
7 changed files with 258 additions and 1 deletions

View file

@ -1,16 +1,23 @@
package WayofTime.bloodmagic.util.handler;
import java.util.Random;
import net.minecraft.block.Block;
import net.minecraft.enchantment.Enchantment;
import net.minecraft.enchantment.EnchantmentHelper;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.entity.projectile.EntityArrow;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraft.util.DamageSource;
import net.minecraft.world.World;
import net.minecraftforge.event.entity.living.LivingAttackEvent;
import net.minecraftforge.event.entity.living.LivingHealEvent;
import net.minecraftforge.event.entity.living.LivingHurtEvent;
import net.minecraftforge.event.entity.player.ArrowLooseEvent;
import net.minecraftforge.event.entity.player.FillBucketEvent;
import net.minecraftforge.event.entity.player.PlayerEvent;
import net.minecraftforge.event.world.BlockEvent;
@ -29,8 +36,10 @@ import WayofTime.bloodmagic.item.ItemAltarMaker;
import WayofTime.bloodmagic.item.armour.ItemLivingArmour;
import WayofTime.bloodmagic.item.gear.ItemPackSacrifice;
import WayofTime.bloodmagic.livingArmour.LivingArmour;
import WayofTime.bloodmagic.livingArmour.LivingArmourUpgradeArrowShot;
import WayofTime.bloodmagic.livingArmour.LivingArmourUpgradeDigging;
import WayofTime.bloodmagic.livingArmour.LivingArmourUpgradeSelfSacrifice;
import WayofTime.bloodmagic.livingArmour.StatTrackerArrowShot;
import WayofTime.bloodmagic.livingArmour.StatTrackerDigging;
import WayofTime.bloodmagic.livingArmour.StatTrackerHealthboost;
import WayofTime.bloodmagic.livingArmour.StatTrackerMeleeDamage;
@ -44,6 +53,8 @@ import WayofTime.bloodmagic.util.helper.TextHelper;
public class EventHandler
{
Random random = new Random();
@SubscribeEvent
public void onEntityDeath(LivingHurtEvent event)
{
@ -279,4 +290,93 @@ public class EventHandler
}
}
}
@SubscribeEvent
public void onArrowFire(ArrowLooseEvent event)
{
World world = event.entityPlayer.worldObj;
ItemStack stack = event.bow;
EntityPlayer player = event.entityPlayer;
boolean hasFullSet = true;
for (int i = 0; i < 4; i++)
{
ItemStack armourStack = player.getCurrentArmor(i);
if (armourStack == null || !(armourStack.getItem() instanceof ItemLivingArmour))
{
hasFullSet = false;
break;
}
}
if (hasFullSet)
{
ItemStack chestStack = player.getCurrentArmor(2);
LivingArmour armour = ItemLivingArmour.getLivingArmour(chestStack);
if (armour != null)
{
StatTrackerArrowShot.incrementCounter(armour);
LivingArmourUpgrade upgrade = ItemLivingArmour.getUpgrade(Constants.Mod.MODID + ".upgrade.arrowShot", chestStack);
if (upgrade instanceof LivingArmourUpgradeArrowShot)
{
int i = event.charge;
float f = (float) i / 20.0F;
f = (f * f + f * 2.0F) / 3.0F;
if ((double) f < 0.1D)
{
return;
}
if (f > 1.0F)
{
f = 1.0F;
}
int numberExtra = ((LivingArmourUpgradeArrowShot) upgrade).getExtraArrows();
for (int n = 0; n < numberExtra; n++)
{
EntityArrow entityarrow = new EntityArrow(world, player, f * 2.0F);
double velocityModifier = 0.6 * f;
entityarrow.motionX += (random.nextDouble() - 0.5) * velocityModifier;
entityarrow.motionY += (random.nextDouble() - 0.5) * velocityModifier;
entityarrow.motionZ += (random.nextDouble() - 0.5) * velocityModifier;
if (f == 1.0F)
{
entityarrow.setIsCritical(true);
}
int j = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, stack);
if (j > 0)
{
entityarrow.setDamage(entityarrow.getDamage() + (double) j * 0.5D + 0.5D);
}
int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, stack);
if (k > 0)
{
entityarrow.setKnockbackStrength(k);
}
if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, stack) > 0)
{
entityarrow.setFire(100);
}
entityarrow.canBePickedUp = 2;
if (!world.isRemote)
{
world.spawnEntityInWorld(entityarrow);
}
}
}
}
}
}
}