use of WayofTime.alchemicalWizardry.common.ArmourComponent in project BloodMagic by WayofTime.
the class ArmourForge method onBlockActivated.
@Override
public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int idk, float what, float these, float are) {
if (world.isRemote) {
return false;
}
int armourType = getArmourType(world, x, y, z);
if (armourType == -1) {
return false;
}
int direction = getDirectionForArmourType(world, x, y, z, armourType);
if (!isParadigmValid(armourType, direction, world, x, y, z)) {
return false;
}
List<ArmourComponent> list = null;
ItemStack armourPiece = null;
switch(armourType) {
case 0:
list = plateList;
armourPiece = new ItemStack(ModItems.boundPlate, 1, 0);
break;
case 1:
list = leggingsList;
armourPiece = new ItemStack(ModItems.boundLeggings, 1, 0);
break;
case 2:
list = helmetList;
armourPiece = new ItemStack(ModItems.boundHelmet, 1, 0);
break;
case 3:
list = bootsList;
armourPiece = new ItemStack(ModItems.boundBoots, 1, 0);
break;
}
if (list == null) {
return false;
}
if (armourPiece == null) {
return false;
}
if (armourPiece.getTagCompound() == null) {
armourPiece.setTagCompound(new NBTTagCompound());
}
for (ArmourComponent ac : list) {
int xOff = ac.getXOff();
int zOff = ac.getZOff();
TileEntity tileEntity;
switch(direction) {
case 1:
tileEntity = world.getTileEntity(x + xOff, y, z - zOff);
break;
case 2:
tileEntity = world.getTileEntity(x + zOff, y, z + xOff);
break;
case 3:
tileEntity = world.getTileEntity(x - xOff, y, z + zOff);
break;
case 4:
tileEntity = world.getTileEntity(x - zOff, y, z - xOff);
break;
case 5:
tileEntity = world.getTileEntity(x + xOff, y + zOff, z);
break;
case 6:
tileEntity = world.getTileEntity(x, y + zOff, z + xOff);
break;
default:
tileEntity = null;
}
if (tileEntity instanceof TESocket) {
ItemStack itemStack = ((TESocket) tileEntity).getStackInSlot(0);
int xCoord = tileEntity.xCoord;
int yCoord = tileEntity.yCoord;
int zCoord = tileEntity.zCoord;
((TESocket) tileEntity).setInventorySlotContents(0, null);
world.setBlockToAir(tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord);
for (int i = 0; i < 8; i++) {
SpellHelper.sendIndexedParticleToAllAround(world, xCoord, yCoord, zCoord, 20, world.provider.dimensionId, 1, xCoord, yCoord, zCoord);
}
if (itemStack != null) {
Item item = itemStack.getItem();
if (item instanceof ArmourUpgrade) {
((BoundArmour) armourPiece.getItem()).hasAddedToInventory(armourPiece, itemStack.copy());
((TESocket) tileEntity).setInventorySlotContents(0, null);
}
}
}
}
if (armourPiece != null) {
int xOff = (world.rand.nextInt(11) - 5);
int zOff = (int) (Math.sqrt(25 - xOff * xOff) * (world.rand.nextInt(2) - 0.5) * 2);
world.addWeatherEffect(new EntityLightningBolt(world, x + xOff, y + 5, z + zOff));
world.spawnEntityInWorld(new EntityItem(world, x, y + 1, z, armourPiece));
}
return true;
}
use of WayofTime.alchemicalWizardry.common.ArmourComponent in project BloodMagic by WayofTime.
the class ArmourForge method isParadigmValid.
public boolean isParadigmValid(int armourType, int direction, World world, int x, int y, int z) {
List<ArmourComponent> list = null;
switch(armourType) {
case 0:
list = plateList;
break;
case 1:
list = leggingsList;
break;
case 2:
list = helmetList;
break;
case 3:
list = bootsList;
break;
}
if (list == null) {
return false;
}
for (ArmourComponent ac : list) {
int xOff = ac.getXOff();
int zOff = ac.getZOff();
switch(direction) {
case 1:
if (!(world.getTileEntity(x + xOff, y, z - zOff) instanceof TESocket)) {
return false;
}
break;
case 2:
if (!(world.getTileEntity(x + zOff, y, z + xOff) instanceof TESocket)) {
return false;
}
break;
case 3:
if (!(world.getTileEntity(x - xOff, y, z + zOff) instanceof TESocket)) {
return false;
}
break;
case 4:
if (!(world.getTileEntity(x - zOff, y, z - xOff) instanceof TESocket)) {
return false;
}
break;
case 5:
if (!(world.getTileEntity(x + xOff, y + zOff, z) instanceof TESocket)) {
return false;
}
break;
case 6:
if (!(world.getTileEntity(x, y + zOff, z + xOff) instanceof TESocket)) {
return false;
}
break;
default:
return false;
}
}
return true;
}
use of WayofTime.alchemicalWizardry.common.ArmourComponent in project BloodMagic by WayofTime.
the class ArmourForge method initializeRecipes.
public static void initializeRecipes() {
helmetList.add(new ArmourComponent(-1, 1));
helmetList.add(new ArmourComponent(0, 1));
helmetList.add(new ArmourComponent(1, 1));
helmetList.add(new ArmourComponent(-1, 0));
helmetList.add(new ArmourComponent(1, 0));
bootsList.add(new ArmourComponent(-1, 1));
bootsList.add(new ArmourComponent(1, 1));
bootsList.add(new ArmourComponent(-1, 0));
bootsList.add(new ArmourComponent(1, 0));
plateList.add(new ArmourComponent(-1, 0));
plateList.add(new ArmourComponent(1, 0));
plateList.add(new ArmourComponent(-1, -1));
plateList.add(new ArmourComponent(0, -1));
plateList.add(new ArmourComponent(1, -1));
plateList.add(new ArmourComponent(-1, -2));
plateList.add(new ArmourComponent(0, -2));
plateList.add(new ArmourComponent(1, -2));
leggingsList.add(new ArmourComponent(-1, 1));
leggingsList.add(new ArmourComponent(0, 1));
leggingsList.add(new ArmourComponent(1, 1));
leggingsList.add(new ArmourComponent(-1, 0));
leggingsList.add(new ArmourComponent(1, 0));
leggingsList.add(new ArmourComponent(-1, -1));
leggingsList.add(new ArmourComponent(1, -1));
}
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