use of me.deecaad.weaponmechanics.weapon.weaponevents.WeaponShootEvent in project MechanicsMain by WeaponMechanics.
the class ShootHandler method shoot.
/**
* Shoots using weapon.
* Does not use ammo nor check for it.
* Does not apply recoil nor anything that would require EntityWrapper.
*/
public void shoot(LivingEntity livingEntity, String weaponTitle, Vector normalizedDirection) {
Configuration config = getConfigurations();
Mechanics shootMechanics = config.getObject(weaponTitle + ".Shoot.Mechanics", Mechanics.class);
if (shootMechanics != null)
shootMechanics.use(new CastData(livingEntity, weaponTitle, null));
Projectile projectile = config.getObject(weaponTitle + ".Projectile", Projectile.class);
if (projectile == null)
return;
Location shootLocation = getShootLocation(livingEntity, false, true);
double projectileSpeed = config.getDouble(weaponTitle + ".Shoot.Projectile_Speed");
for (int i = 0; i < config.getInt(weaponTitle + ".Shoot.Projectiles_Per_Shot"); ++i) {
// Only create bullet first if WeaponShootEvent changes
WeaponProjectile bullet = projectile.create(livingEntity, shootLocation, normalizedDirection.clone().multiply(projectileSpeed), null, weaponTitle);
WeaponShootEvent shootEvent = new WeaponShootEvent(bullet);
Bukkit.getPluginManager().callEvent(shootEvent);
bullet = shootEvent.getProjectile();
// Shoot the given bullet
projectile.shoot(bullet, shootLocation);
}
}
use of me.deecaad.weaponmechanics.weapon.weaponevents.WeaponShootEvent 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);
}
}
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