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Example 1 with Recoil

use of me.deecaad.weaponmechanics.weapon.shoot.recoil.Recoil in project MechanicsMain by WeaponMechanics.

the class ShootHandler method shoot.

/**
 * Shoots using weapon.
 * Does not use ammo nor check for it.
 */
public void shoot(EntityWrapper entityWrapper, String weaponTitle, ItemStack weaponStack, Location shootLocation, boolean mainHand, boolean updateSpreadChange, boolean isMelee) {
    Configuration config = getConfigurations();
    LivingEntity livingEntity = entityWrapper.getEntity();
    if (!isMelee) {
        HandData handData = mainHand ? entityWrapper.getMainHandData() : entityWrapper.getOffHandData();
        handData.setLastShotTime(System.currentTimeMillis());
        if (getConfigurations().getBool(weaponTitle + ".Info.Show_Cooldown.Delay_Between_Shots") && entityWrapper.getEntity().getType() == EntityType.PLAYER) {
            CompatibilityAPI.getEntityCompatibility().setCooldown((Player) entityWrapper, weaponStack.getType(), config.getInt(weaponTitle + ".Shoot.Delay_Between_Shots") / 50);
        }
    }
    Mechanics shootMechanics = config.getObject(weaponTitle + ".Shoot.Mechanics", Mechanics.class);
    if (shootMechanics != null)
        shootMechanics.use(new CastData(entityWrapper, weaponTitle, weaponStack));
    if (entityWrapper instanceof PlayerWrapper) {
        WeaponInfoDisplay weaponInfoDisplay = getConfigurations().getObject(weaponTitle + ".Info.Weapon_Info_Display", WeaponInfoDisplay.class);
        if (weaponInfoDisplay != null)
            weaponInfoDisplay.send((PlayerWrapper) entityWrapper, mainHand ? EquipmentSlot.HAND : EquipmentSlot.OFF_HAND);
    }
    Projectile projectile = config.getObject(weaponTitle + ".Projectile", Projectile.class);
    if (projectile == null || isMelee) {
        // No projectile defined or was melee trigger
        return;
    }
    Spread spread = config.getObject(weaponTitle + ".Shoot.Spread", Spread.class);
    Recoil recoil = config.getObject(weaponTitle + ".Shoot.Recoil", Recoil.class);
    double projectileSpeed = config.getDouble(weaponTitle + ".Shoot.Projectile_Speed");
    for (int i = 0; i < config.getInt(weaponTitle + ".Shoot.Projectiles_Per_Shot"); ++i) {
        // i == 0
        // -> Only allow spread changing on first shot
        Vector motion = spread != null ? spread.getNormalizedSpreadDirection(entityWrapper, mainHand, i == 0 && updateSpreadChange).multiply(projectileSpeed) : livingEntity.getLocation().getDirection().multiply(projectileSpeed);
        if (recoil != null && i == 0 && livingEntity instanceof Player) {
            recoil.start((Player) livingEntity, mainHand);
        }
        // Only create bullet first if WeaponShootEvent changes
        WeaponProjectile bullet = projectile.create(livingEntity, shootLocation, motion, weaponStack, weaponTitle);
        WeaponShootEvent shootEvent = new WeaponShootEvent(bullet);
        Bukkit.getPluginManager().callEvent(shootEvent);
        bullet = shootEvent.getProjectile();
        // Shoot the given bullet
        projectile.shoot(bullet, shootLocation);
    }
}
Also used : CastData(me.deecaad.weaponmechanics.mechanics.CastData) Player(org.bukkit.entity.Player) Configuration(me.deecaad.core.file.Configuration) WeaponShootEvent(me.deecaad.weaponmechanics.weapon.weaponevents.WeaponShootEvent) Recoil(me.deecaad.weaponmechanics.weapon.shoot.recoil.Recoil) PlayerWrapper(me.deecaad.weaponmechanics.wrappers.PlayerWrapper) Projectile(me.deecaad.weaponmechanics.weapon.projectile.weaponprojectile.Projectile) WeaponProjectile(me.deecaad.weaponmechanics.weapon.projectile.weaponprojectile.WeaponProjectile) LivingEntity(org.bukkit.entity.LivingEntity) Spread(me.deecaad.weaponmechanics.weapon.shoot.spread.Spread) WeaponProjectile(me.deecaad.weaponmechanics.weapon.projectile.weaponprojectile.WeaponProjectile) Mechanics(me.deecaad.weaponmechanics.mechanics.Mechanics) WeaponMechanics(me.deecaad.weaponmechanics.WeaponMechanics) WeaponInfoDisplay(me.deecaad.weaponmechanics.weapon.info.WeaponInfoDisplay) Vector(org.bukkit.util.Vector) HandData(me.deecaad.weaponmechanics.wrappers.HandData)

Example 2 with Recoil

use of me.deecaad.weaponmechanics.weapon.shoot.recoil.Recoil in project MechanicsMain by WeaponMechanics.

the class RecoilCommand method execute.

@Override
public void execute(CommandSender sender, String[] args) {
    long rotationTime = Long.parseLong(args[0]);
    long recoverTime = Long.parseLong(args[1]);
    List<Float> yaws = new ArrayList<>();
    for (String yaw : args[2].split(",")) {
        yaws.add(Float.parseFloat(yaw));
    }
    List<Float> pitches = new ArrayList<>();
    for (String pitch : args[3].split(",")) {
        pitches.add(Float.parseFloat(pitch));
    }
    int fireRate = Integer.parseInt(args[4]);
    if (fireRate < 1 || fireRate > 20) {
        sender.sendMessage(ChatColor.RED + "Only fire rates between 1-20 are allowed for testing.");
        return;
    }
    int shootTime = Integer.parseInt(args[5]);
    Recoil recoil = new Recoil(rotationTime, recoverTime, yaws, pitches, null, null);
    PlayerWrapper playerWrapper = WeaponMechanics.getPlayerWrapper((Player) sender);
    new BukkitRunnable() {

        int ticks = 0;

        @Override
        public void run() {
            if (playerWrapper.isRightClicking()) {
                recoil.start((Player) sender, true);
            }
            ticks += fireRate;
            if (ticks > shootTime) {
                cancel();
            }
        }
    }.runTaskTimer(WeaponMechanics.getPlugin(), 0, fireRate);
}
Also used : Player(org.bukkit.entity.Player) ArrayList(java.util.ArrayList) Recoil(me.deecaad.weaponmechanics.weapon.shoot.recoil.Recoil) BukkitRunnable(org.bukkit.scheduler.BukkitRunnable) PlayerWrapper(me.deecaad.weaponmechanics.wrappers.PlayerWrapper)

Aggregations

Recoil (me.deecaad.weaponmechanics.weapon.shoot.recoil.Recoil)2 PlayerWrapper (me.deecaad.weaponmechanics.wrappers.PlayerWrapper)2 Player (org.bukkit.entity.Player)2 ArrayList (java.util.ArrayList)1 Configuration (me.deecaad.core.file.Configuration)1 WeaponMechanics (me.deecaad.weaponmechanics.WeaponMechanics)1 CastData (me.deecaad.weaponmechanics.mechanics.CastData)1 Mechanics (me.deecaad.weaponmechanics.mechanics.Mechanics)1 WeaponInfoDisplay (me.deecaad.weaponmechanics.weapon.info.WeaponInfoDisplay)1 Projectile (me.deecaad.weaponmechanics.weapon.projectile.weaponprojectile.Projectile)1 WeaponProjectile (me.deecaad.weaponmechanics.weapon.projectile.weaponprojectile.WeaponProjectile)1 Spread (me.deecaad.weaponmechanics.weapon.shoot.spread.Spread)1 WeaponShootEvent (me.deecaad.weaponmechanics.weapon.weaponevents.WeaponShootEvent)1 HandData (me.deecaad.weaponmechanics.wrappers.HandData)1 LivingEntity (org.bukkit.entity.LivingEntity)1 BukkitRunnable (org.bukkit.scheduler.BukkitRunnable)1 Vector (org.bukkit.util.Vector)1