use of WayofTime.bloodmagic.livingArmour.LivingArmour in project BloodMagic by WayofTime.
the class ItemLivingArmourPointsUpgrade method onItemUseFinish.
@Override
public ItemStack onItemUseFinish(ItemStack stack, World worldIn, EntityLivingBase entityLiving) {
if (!(entityLiving instanceof EntityPlayer))
return super.onItemUseFinish(stack, worldIn, entityLiving);
EntityPlayer player = (EntityPlayer) entityLiving;
if (!player.capabilities.isCreativeMode)
stack.shrink(1);
if (!worldIn.isRemote) {
player.addPotionEffect(new PotionEffect(MobEffects.WITHER, 300, 5));
player.addPotionEffect(new PotionEffect(MobEffects.POISON, 300, 5));
player.addPotionEffect(new PotionEffect(MobEffects.REGENERATION, 400, 1));
if (LivingArmour.hasFullSet(player)) {
ItemStack chestStack = Iterables.toArray(player.getArmorInventoryList(), ItemStack.class)[2];
LivingArmour armour = ItemLivingArmour.getLivingArmour(chestStack);
if (armour != null) {
if (armour.maxUpgradePoints < 200) {
armour.maxUpgradePoints = 200;
((ItemLivingArmour) chestStack.getItem()).setLivingArmour(chestStack, armour, true);
ItemLivingArmour.setLivingArmour(chestStack, armour);
}
}
}
}
return stack;
}
use of WayofTime.bloodmagic.livingArmour.LivingArmour in project BloodMagic by WayofTime.
the class ItemLivingArmour method onArmorTick.
@Override
public void onArmorTick(World world, EntityPlayer player, ItemStack stack) {
super.onArmorTick(world, player, stack);
if (world.isRemote && this == RegistrarBloodMagicItems.LIVING_ARMOUR_CHEST) {
if (// Sanity check
player instanceof EntityPlayerSP) {
EntityPlayerSP spPlayer = (EntityPlayerSP) player;
if (FLAGS == null) {
try {
FLAGS = (DataParameter<Byte>) _FLAGS.get(null);
} catch (IllegalArgumentException | IllegalAccessException e) {
e.printStackTrace();
}
}
if (FLAGS != null) {
if (LivingArmour.hasFullSet(player)) {
ItemStack chestStack = player.getItemStackFromSlot(EntityEquipmentSlot.CHEST);
LivingArmourUpgrade upgrade = ItemLivingArmour.getUpgradeFromNBT(BloodMagic.MODID + ".upgrade.elytra", chestStack);
if (upgrade instanceof LivingArmourUpgradeElytra) {
if (spPlayer.movementInput.jump && !spPlayer.onGround && spPlayer.motionY < 0.0D && !spPlayer.capabilities.isFlying) {
if (spPlayer.motionY > -0.5D) {
BloodMagicPacketHandler.INSTANCE.sendToServer(new PlayerFallDistancePacketProcessor(1));
}
if (!spPlayer.isElytraFlying()) {
byte b0 = player.getDataManager().get(FLAGS);
player.getDataManager().set(FLAGS, (byte) (b0 | 1 << 7));
}
} else if (spPlayer.isElytraFlying() && !spPlayer.movementInput.jump && !spPlayer.onGround) {
byte b0 = player.getDataManager().get(FLAGS);
player.getDataManager().set(FLAGS, (byte) (b0 & ~(1 << 7)));
}
}
}
}
}
}
if (this == RegistrarBloodMagicItems.LIVING_ARMOUR_CHEST) {
if (!hasLivingArmour(stack)) {
setLivingArmour(stack, getLivingArmourFromStack(stack));
}
LivingArmour armour = getLivingArmour(stack);
if (LivingArmour.hasFullSet(player)) {
this.setIsEnabled(stack, true);
armour.onTick(world, player);
}
setLivingArmour(stack, armour, false);
}
}
use of WayofTime.bloodmagic.livingArmour.LivingArmour in project BloodMagic by WayofTime.
the class ItemLivingArmour method addInformation.
@Override
@SideOnly(Side.CLIENT)
public void addInformation(ItemStack stack, World world, List<String> tooltip, ITooltipFlag flag) {
if (!stack.hasTagCompound())
return;
if (this == RegistrarBloodMagicItems.LIVING_ARMOUR_CHEST) {
LivingArmour armour = getLivingArmourFromStack(stack);
for (Entry<String, LivingArmourUpgrade> entry : armour.upgradeMap.entrySet()) {
LivingArmourUpgrade upgrade = entry.getValue();
if (upgrade != null) {
if (Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) && Keyboard.isKeyDown(Keyboard.KEY_M)) {
StatTracker tracker = null;
for (StatTracker searchTracker : armour.trackerMap.values()) {
if (searchTracker != null && searchTracker.providesUpgrade(upgrade.getUniqueIdentifier())) {
tracker = searchTracker;
break;
}
}
if (tracker != null) {
double progress = tracker.getProgress(armour, upgrade.getUpgradeLevel());
tooltip.add(TextHelper.localize("tooltip.bloodmagic.livingArmour.upgrade.progress", TextHelper.localize(upgrade.getUnlocalizedName()), MathHelper.clamp((int) (progress * 100D), 0, 100)));
}
} else {
tooltip.add(TextHelper.localize("tooltip.bloodmagic.livingArmour.upgrade.level", TextHelper.localize(upgrade.getUnlocalizedName()), upgrade.getUpgradeLevel() + 1));
}
}
}
tooltip.add(TextHelper.localizeEffect("tooltip.bloodmagic.livingArmour.upgrade.points", armour.totalUpgradePoints, armour.maxUpgradePoints));
if (!(Keyboard.isKeyDown(Keyboard.KEY_LSHIFT) && Keyboard.isKeyDown(Keyboard.KEY_M))) {
tooltip.add(TextHelper.localizeEffect("tooltip.bloodmagic.livingArmour.extraExtraInfo"));
}
}
super.addInformation(stack, world, tooltip, flag);
}
use of WayofTime.bloodmagic.livingArmour.LivingArmour in project BloodMagic by WayofTime.
the class ItemLivingArmour method getProperties.
@Override
public ArmorProperties getProperties(EntityLivingBase player, ItemStack stack, DamageSource source, double damage, int slot) {
double armourReduction = 0.0;
double damageAmount = 0.25;
if (this == RegistrarBloodMagicItems.LIVING_ARMOUR_BOOTS || this == RegistrarBloodMagicItems.LIVING_ARMOUR_HELMET) {
damageAmount = 3d / 20d * 0.6;
} else if (this == RegistrarBloodMagicItems.LIVING_ARMOUR_LEGGINGS) {
damageAmount = 6d / 20d * 0.6;
} else if (this == RegistrarBloodMagicItems.LIVING_ARMOUR_CHEST) {
damageAmount = 0.64;
}
double armourPenetrationReduction = 0;
int maxAbsorption = 100000;
if (source.equals(DamageSource.DROWN)) {
return new ArmorProperties(-1, 0, 0);
}
if (source.equals(DamageSource.OUT_OF_WORLD)) {
return new ArmorProperties(-1, 0, 0);
}
if (this == RegistrarBloodMagicItems.LIVING_ARMOUR_CHEST) {
// This values puts it at iron level
armourReduction = 0.24 / 0.64;
ItemStack helmet = player.getItemStackFromSlot(EntityEquipmentSlot.HEAD);
ItemStack leggings = player.getItemStackFromSlot(EntityEquipmentSlot.LEGS);
ItemStack boots = player.getItemStackFromSlot(EntityEquipmentSlot.FEET);
if (helmet.isEmpty() || leggings.isEmpty() || boots.isEmpty()) {
damageAmount *= (armourReduction);
return new ArmorProperties(-1, damageAmount, maxAbsorption);
}
if (helmet.getItem() instanceof ItemLivingArmour && leggings.getItem() instanceof ItemLivingArmour && boots.getItem() instanceof ItemLivingArmour) {
// Multiply this number by the armour upgrades for protection
double remainder = 1;
if (hasLivingArmour(stack)) {
LivingArmour armour = getLivingArmour(stack);
if (armour != null && isEnabled(stack)) {
for (Entry<String, LivingArmourUpgrade> entry : armour.upgradeMap.entrySet()) {
LivingArmourUpgrade upgrade = entry.getValue();
remainder *= (1 - upgrade.getArmourProtection(player, source));
}
}
}
armourReduction = armourReduction + (1 - remainder) * (1 - armourReduction);
damageAmount *= (armourReduction);
return new ArmorProperties(-1, source.isUnblockable() ? 1 - remainder : damageAmount, maxAbsorption);
}
} else {
if (source.isUnblockable()) {
return new ArmorProperties(-1, damageAmount * armourPenetrationReduction, maxAbsorption);
}
return new ArmorProperties(-1, damageAmount, maxAbsorption);
}
return new ArmorProperties(-1, 0, 0);
}
use of WayofTime.bloodmagic.livingArmour.LivingArmour in project BloodMagic by WayofTime.
the class RitualLivingArmourDowngrade method performRitual.
@Override
public void performRitual(IMasterRitualStone masterRitualStone) {
World world = masterRitualStone.getWorldObj();
int currentEssence = masterRitualStone.getOwnerNetwork().getCurrentEssence();
if (currentEssence < getRefreshCost()) {
masterRitualStone.getOwnerNetwork().causeNausea();
return;
}
BlockPos masterPos = masterRitualStone.getBlockPos();
AreaDescriptor downgradeRange = getBlockRange(DOWNGRADE_RANGE);
boolean isActivatorPresent = false;
for (EntityPlayer player : world.getEntitiesWithinAABB(EntityPlayer.class, downgradeRange.getAABB(masterRitualStone.getBlockPos()))) {
if (player.getGameProfile().getId().equals(masterRitualStone.getOwner())) {
ItemStack keyStack = getStackFromItemFrame(world, masterPos, masterRitualStone.getDirection());
if (keyStack.isEmpty()) {
return;
}
List<ITextComponent> textList = LivingArmourDowngradeRecipeRegistry.getDialogForProcessTick(keyStack, internalTimer);
if (textList != null) {
ChatUtil.sendChat(player, textList.toArray(new ITextComponent[textList.size()]));
}
internalTimer++;
if (player.isSneaking()) {
double distance2 = masterPos.offset(EnumFacing.UP).distanceSqToCenter(player.posX, player.posY, player.posZ);
if (distance2 > 1) {
return;
}
BlockPos chestPos = masterPos.offset(masterRitualStone.getDirection(), 2).offset(EnumFacing.UP);
TileEntity tile = world.getTileEntity(chestPos);
if (tile == null) {
return;
}
IItemHandler inv = Utils.getInventory(tile, null);
if (inv != null) {
List<ItemStack> recipeList = new ArrayList<>();
for (int i = 0; i < inv.getSlots(); i++) {
ItemStack invStack = inv.getStackInSlot(i);
if (!invStack.isEmpty()) {
recipeList.add(invStack);
}
}
LivingArmourDowngradeRecipe recipe = LivingArmourDowngradeRecipeRegistry.getMatchingRecipe(keyStack, recipeList, world, masterPos);
if (recipe != null) {
LivingArmourUpgrade upgrade = recipe.getRecipeOutput();
if (LivingArmour.hasFullSet(player)) {
ItemStack chestStack = player.getItemStackFromSlot(EntityEquipmentSlot.CHEST);
LivingArmour armour = ItemLivingArmour.getLivingArmour(chestStack);
if (armour != null) {
if (armour.canApplyUpgrade(player, upgrade)) {
if (armour.upgradeArmour(player, upgrade)) {
ItemLivingArmour.setLivingArmour(chestStack, armour);
recipe.consumeInventory(inv);
EntityLightningBolt lightning = new EntityLightningBolt(world, chestPos.getX(), chestPos.getY(), chestPos.getZ(), true);
world.spawnEntity(lightning);
masterRitualStone.setActive(false);
}
} else {
// TODO: You are not able to receive my blessing...
// TODO: Need to add a timer that will stop it from working.
}
}
}
}
}
}
return;
}
}
if (!isActivatorPresent) {
internalTimer = 0;
}
}
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