BloodMagic/src/main/java/WayofTime/bloodmagic/api/event/SoulNetworkEvent.java
Arcaratus 0383f0fb31 Move some base classes into the API
Add Javadocs for API classes that didn't already have them

Redo

'nother redo

Another redo

Update ItemSigil.java

Last one, I swear

Fix
2016-03-23 20:23:39 -04:00

95 lines
2.9 KiB
Java

package WayofTime.bloodmagic.api.event;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraftforge.fml.common.eventhandler.Cancelable;
import net.minecraftforge.fml.common.eventhandler.Event;
/**
* Base event class for Soul Network related events.
*
* {@link #ownerUUID} contains the owner's UUID
* {@link #syphon} contains the amount of LP to be drained
*/
public class SoulNetworkEvent extends Event
{
public final String ownerUUID;
public int syphon;
public SoulNetworkEvent(String ownerUUID, int syphon)
{
this.ownerUUID = ownerUUID;
this.syphon = syphon;
}
/**
* This event is called when an {@link WayofTime.bloodmagic.api.impl.ItemBindable}
* is being drained inside of a {@link net.minecraft.tileentity.TileEntity}.
*
* If canceled, the drain will not be executed.
*/
@Cancelable
public static class ItemDrainInContainerEvent extends SoulNetworkEvent
{
public ItemStack stack;
public ItemDrainInContainerEvent(ItemStack stack, String ownerName, int syphon)
{
super(ownerName, syphon);
this.stack = stack;
}
}
/**
* This event is called when a {@link EntityPlayer}
* drains the Soul Network
*
* If canceled, the drain will not be executed.
*/
@Cancelable
public static class PlayerDrainNetworkEvent extends SoulNetworkEvent
{
public final EntityPlayer player;
// If true, will damage regardless of if the network had enough inside it
public boolean shouldDamage;
public PlayerDrainNetworkEvent(EntityPlayer player, String ownerNetwork, int drainAmount)
{
super(ownerNetwork, drainAmount);
this.shouldDamage = false;
this.player = player;
}
}
@Cancelable
public static class ItemDrainNetworkEvent extends PlayerDrainNetworkEvent
{
public final ItemStack itemStack;
/**
* Amount of damage that would incur if the network could not drain
* properly
*/
public float damageAmount;
/**
* Set result to deny the action i.e. damage/drain anyways. Cancelling
* event prevents action without penalties
*
* @param player
* Player using the item
* @param ownerNetwork
* Network that the item is tied to
* @param itemStack
* Item used
* @param drainAmount
* Original drain amount - change to alter cost
*/
public ItemDrainNetworkEvent(EntityPlayer player, String ownerNetwork, ItemStack itemStack, int drainAmount)
{
super(player, ownerNetwork, drainAmount);
this.itemStack = itemStack;
this.damageAmount = (float) (drainAmount) / 100.0f;
}
}
}