
Do not consider anything outside of the true API safe to use. And even then, I'm changing things. Just wait. Please I beg you.
85 lines
2.9 KiB
Java
85 lines
2.9 KiB
Java
package WayofTime.bloodmagic.event;
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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.minecraftforge.fml.common.eventhandler.Cancelable;
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import net.minecraftforge.fml.common.eventhandler.Event;
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import javax.annotation.Nullable;
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/**
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* Base event class for Soul Network related events.
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* <p>
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* {@link #ownerUUID} contains the owner's UUID {@link #syphon} contains the
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* amount of LP to be drained
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*/
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public class SoulNetworkEvent extends Event {
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public final String ownerUUID;
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public int syphon;
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public SoulNetworkEvent(String ownerUUID, int syphon) {
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this.ownerUUID = ownerUUID;
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this.syphon = syphon;
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}
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/**
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* This event is called when an
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* {@link WayofTime.bloodmagic.apibutnotreally.impl.ItemBindable} is being drained
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* inside of a {@link net.minecraft.tileentity.TileEntity}.
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* <p>
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* If canceled, the drain will not be executed.
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*/
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@Cancelable
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public static class ItemDrainInContainerEvent extends SoulNetworkEvent {
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public ItemStack stack;
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public ItemDrainInContainerEvent(ItemStack stack, String ownerName, int syphon) {
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super(ownerName, syphon);
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this.stack = stack;
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}
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}
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/**
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* This event is called when a {@link EntityPlayer} drains the Soul Network
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* <p>
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* If canceled, the drain will not be executed.
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*/
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@Cancelable
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public static class PlayerDrainNetworkEvent extends SoulNetworkEvent {
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public final EntityPlayer player;
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// If true, will damage regardless of if the network had enough inside it
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public boolean shouldDamage;
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public PlayerDrainNetworkEvent(EntityPlayer player, String ownerNetwork, int drainAmount) {
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super(ownerNetwork, drainAmount);
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this.shouldDamage = false;
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this.player = player;
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}
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}
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@Cancelable
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public static class ItemDrainNetworkEvent extends PlayerDrainNetworkEvent {
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@Nullable
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public final ItemStack itemStack;
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/**
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* Amount of damage that would incur if the network could not drain
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* properly
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*/
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public float damageAmount;
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/**
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* Set result to deny the action i.e. damage/drain anyways. Cancelling
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* event prevents action without penalties
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*
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* @param player Player using the item
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* @param ownerNetwork Network that the item is tied to
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* @param itemStack Item used
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* @param drainAmount Original drain amount - change to alter cost
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*/
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public ItemDrainNetworkEvent(EntityPlayer player, String ownerNetwork, @Nullable ItemStack itemStack, int drainAmount) {
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super(player, ownerNetwork, drainAmount);
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this.itemStack = itemStack;
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this.damageAmount = (float) (drainAmount) / 100.0f;
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}
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}
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}
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