BloodMagic/src/main/java/WayofTime/bloodmagic/item/soul/ItemSentientArmourGem.java

84 lines
2.8 KiB
Java

package WayofTime.bloodmagic.item.soul;
import net.minecraft.client.renderer.block.model.ModelResourceLocation;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ActionResult;
import net.minecraft.util.EnumActionResult;
import net.minecraft.util.EnumHand;
import net.minecraft.world.World;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
import WayofTime.bloodmagic.BloodMagic;
import WayofTime.bloodmagic.api.Constants;
import WayofTime.bloodmagic.api.soul.EnumDemonWillType;
import WayofTime.bloodmagic.api.soul.PlayerDemonWillHandler;
import WayofTime.bloodmagic.item.armour.ItemSentientArmour;
public class ItemSentientArmourGem extends Item
{
public ItemSentientArmourGem()
{
super();
setCreativeTab(BloodMagic.tabBloodMagic);
setUnlocalizedName(Constants.Mod.MODID + ".sentientArmourGem");
setMaxStackSize(1);
}
public EnumDemonWillType getCurrentType(ItemStack stack)
{
return EnumDemonWillType.DEFAULT;
}
@Override
public ActionResult<ItemStack> onItemRightClick(ItemStack stack, World world, EntityPlayer player, EnumHand hand)
{
boolean hasSentientArmour = false;
ItemStack[] armourInventory = player.inventory.armorInventory;
for (ItemStack armourStack : armourInventory)
{
if (armourStack != null && armourStack.getItem() instanceof ItemSentientArmour)
{
hasSentientArmour = true;
}
}
if (hasSentientArmour)
{
ItemSentientArmour.revertAllArmour(player);
} else
{
EnumDemonWillType type = PlayerDemonWillHandler.getLargestWillType(player);
double will = PlayerDemonWillHandler.getTotalDemonWill(type, player);
// PlayerDemonWillHandler.consumeDemonWill(player, willBracket[bracket]);
ItemSentientArmour.convertPlayerArmour(type, will, player);
}
return new ActionResult<ItemStack>(EnumActionResult.PASS, stack);
}
@SideOnly(Side.CLIENT)
public ModelResourceLocation getModel(ItemStack stack, EntityPlayer player, int useRemaining)
{
boolean hasSentientArmour = false;
ItemStack[] armourInventory = player.inventory.armorInventory;
for (ItemStack armourStack : armourInventory)
{
if (armourStack != null && armourStack.getItem() instanceof ItemSentientArmour)
{
hasSentientArmour = true;
}
}
if (hasSentientArmour)
{
return new ModelResourceLocation("bloodmagic:ItemSentientArmourGem1", "inventory");
}
return null;
}
}