BloodMagic/src/main/java/WayofTime/bloodmagic/api/ritual/Ritual.java
2016-02-18 12:11:29 -05:00

194 lines
5.9 KiB
Java

package WayofTime.bloodmagic.api.ritual;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.Map;
import lombok.EqualsAndHashCode;
import lombok.Getter;
import lombok.RequiredArgsConstructor;
import lombok.ToString;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.BlockPos;
import net.minecraft.world.World;
/**
* Abstract class for creating new rituals. Rituals need be registered with
* {@link WayofTime.bloodmagic.api.registry.RitualRegistry#registerRitual(Ritual, String)}
*/
@Getter
@RequiredArgsConstructor
@EqualsAndHashCode(exclude = { "modableRangeMap" })
@ToString
public abstract class Ritual
{
public final ArrayList<RitualComponent> ritualComponents = new ArrayList<RitualComponent>();
private final String name;
private final int crystalLevel;
private final int activationCost;
private final RitualRenderer renderer;
private final String unlocalizedName;
protected final Map<String, AreaDescriptor> modableRangeMap = new HashMap<String, AreaDescriptor>();
/**
* @param name
* - The name of the ritual
* @param crystalLevel
* - Required Activation Crystal tier
* @param activationCost
* - Base LP cost for activating the ritual
*/
public Ritual(String name, int crystalLevel, int activationCost, String unlocalizedName)
{
this(name, crystalLevel, activationCost, null, unlocalizedName);
}
public void readFromNBT(NBTTagCompound tag)
{
}
public void writeToNBT(NBTTagCompound tag)
{
}
/**
* Called when the player attempts to activate the ritual.
*
* {@link WayofTime.bloodmagic.tile.TileMasterRitualStone#activateRitual(ItemStack, EntityPlayer, Ritual)}
*
* @param masterRitualStone
* - The {@link IMasterRitualStone} that the ritual is bound to
* @param player
* - The activating player
* @param owner
* - Owner of the crystal activating this ritual, or the current
* owner of the ritual if being reactivated.
* @return - Whether activation was successful
*/
public boolean activateRitual(IMasterRitualStone masterRitualStone, EntityPlayer player, String owner)
{
return true;
}
/**
* Called every {@link #getRefreshTime()} ticks while active.
*
* {@link WayofTime.bloodmagic.tile.TileMasterRitualStone#performRitual(World, BlockPos)}
*
* @param masterRitualStone
* - The {@link IMasterRitualStone} that the ritual is bound to
*/
public abstract void performRitual(IMasterRitualStone masterRitualStone);
/**
* Called when the ritual is stopped for a given {@link BreakType}.
*
* {@link WayofTime.bloodmagic.tile.TileMasterRitualStone#stopRitual(BreakType)}
*
* @param masterRitualStone
* - The {@link IMasterRitualStone} that the ritual is bound to
* @param breakType
* - The type of break that caused the stoppage.
*/
public void stopRitual(IMasterRitualStone masterRitualStone, BreakType breakType)
{
}
/**
* Used to set the amount of LP drained every {@link #getRefreshTime()}
* ticks.
*
* @return - The amount of LP drained per refresh
*/
public abstract int getRefreshCost();
/**
* Used to set the refresh rate of the ritual. (How often
* {@link #performRitual(IMasterRitualStone)} is called.
*
* @return - How often to perform the effect in ticks.
*/
public int getRefreshTime()
{
return 20;
}
public void addBlockRange(String range, AreaDescriptor defaultRange)
{
modableRangeMap.put(range, defaultRange);
}
/**
* Used to grab the range of a ritual for a given effect.
*
* @param range
* - Range that needs to be pulled.
* @return -
*/
public AreaDescriptor getBlockRange(String range)
{
if (modableRangeMap.containsKey(range))
{
return modableRangeMap.get(range);
}
return null;
}
/**
* @return a list of {@link RitualComponent} for checking the ritual.
*/
public abstract ArrayList<RitualComponent> getComponents();
public void addRune(ArrayList<RitualComponent> components, int offset1, int y, int offset2, EnumRuneType rune)
{
components.add(new RitualComponent(new BlockPos(offset1, y, offset2), rune));
}
public void addOffsetRunes(ArrayList<RitualComponent> components, int offset1, int offset2, int y, EnumRuneType rune)
{
addRune(components, offset1, y, offset2, rune);
addRune(components, offset2, y, offset1, rune);
addRune(components, offset1, y, -offset2, rune);
addRune(components, -offset2, y, offset1, rune);
addRune(components, -offset1, y, offset2, rune);
addRune(components, offset2, y, -offset1, rune);
addRune(components, -offset1, y, -offset2, rune);
addRune(components, -offset2, y, -offset1, rune);
}
public void addCornerRunes(ArrayList<RitualComponent> components, int offset, int y, EnumRuneType rune)
{
addRune(components, offset, y, offset, rune);
addRune(components, offset, y, -offset, rune);
addRune(components, -offset, y, -offset, rune);
addRune(components, -offset, y, offset, rune);
}
public void addParallelRunes(ArrayList<RitualComponent> components, int offset, int y, EnumRuneType rune)
{
addRune(components, offset, y, 0, rune);
addRune(components, -offset, y, 0, rune);
addRune(components, 0, y, -offset, rune);
addRune(components, 0, y, offset, rune);
}
public enum BreakType
{
REDSTONE,
BREAK_MRS,
BREAK_STONE,
ACTIVATE,
DEACTIVATE,
EXPLOSION,
}
public abstract Ritual getNewCopy();
}