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-rwxr-xr-x[-rw-r--r--]src/main/java/darkknight/jewelrycraft/api/Curse.java581
1 files changed, 348 insertions, 233 deletions
diff --git a/src/main/java/darkknight/jewelrycraft/api/Curse.java b/src/main/java/darkknight/jewelrycraft/api/Curse.java
index 9d08582..1cd0288 100644..100755
--- a/src/main/java/darkknight/jewelrycraft/api/Curse.java
+++ b/src/main/java/darkknight/jewelrycraft/api/Curse.java
@@ -2,6 +2,7 @@ package darkknight.jewelrycraft.api;
import java.util.ArrayList;
import java.util.Random;
+
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.entity.Entity;
@@ -12,245 +13,359 @@ import net.minecraft.world.World;
import net.minecraftforge.client.event.RenderHandEvent;
import net.minecraftforge.client.event.RenderPlayerEvent;
import net.minecraftforge.event.entity.living.LivingAttackEvent;
+import net.minecraftforge.event.entity.living.LivingDeathEvent;
+import net.minecraftforge.event.entity.living.LivingHealEvent;
+import net.minecraftforge.event.entity.player.PlayerSleepInBedEvent;
import net.minecraftforge.event.world.BlockEvent;
-public abstract class Curse
-{
- protected int textureID, ticksActive;
- protected String name, description, texturePackName;
- protected Random rand = new Random();
- private static ArrayList<Curse> curses = new ArrayList<Curse>();
- public static ArrayList<Curse> availableCurses = new ArrayList<Curse>();
-
- /**
- * @param name The name of the curse
- * @param txtID The texture ID of it
- * @param texturepack The texturepack location
- */
- protected Curse(String name, int txtID, String texturepack)
- {
- this.name = name;
- this.texturePackName = texturepack;
- this.textureID = txtID;
- this.ticksActive = 0;
- curses.add(this);
- availableCurses.add(this);
- }
-
- /**
- * @return The name of the curse
- */
- public String getName()
- {
- return name;
- }
-
- public abstract String getDisplayName();
-
- /**
- * @return The description of the curse
- */
- public String getDescription()
- {
- return description;
- }
-
- /**
- * @param The description of the curse
- * @return The class
- */
- public Curse setDescription(String desc)
- {
- description = desc;
- return this;
- }
-
- /**
- * @return the texture pack ID
- */
- public String getTexturePack()
- {
- return texturePackName;
- }
-
- /**
- * @return The texture ID
- */
- public int getTextureID()
- {
- return textureID;
- }
-
- /**
- * This runs every tick
- * @param world The worldthe player is in
- * @param player The cursed player
- */
- public void action(World world, EntityPlayer player)
- {
- ticksActive++;
- }
-
- public int getTicksActive()
- {
+public abstract class Curse {
+ protected int textureID, ticksActive;
+ protected String name, description, texturePackName;
+ protected Random rand = new Random();
+ private static ArrayList<Curse> curses = new ArrayList<>();
+ public static ArrayList<Curse> availableCurses = new ArrayList<>();
+
+ /**
+ * @param name
+ * The name of the curse
+ * @param txtID
+ * The texture ID of it
+ * @param texturepack
+ * The texturepack location
+ */
+ protected Curse(String name, int txtID, String texturepack) {
+ this.name = name;
+ this.texturePackName = texturepack;
+ this.textureID = txtID;
+ this.ticksActive = 0;
+ curses.add(this);
+ availableCurses.add(this);
+ }
+
+ /**
+ * @return The name of the curse
+ */
+ public String getName() {
+ return name;
+ }
+
+ public abstract String getDisplayName();
+
+ /**
+ * @return The description of the curse
+ */
+ public String getDescription() {
+ return description;
+ }
+
+ /**
+ * @param desc
+ * description of the curse
+ * @return The class
+ */
+ public Curse setDescription(String desc) {
+ description = desc;
+ return this;
+ }
+
+ /**
+ * @return the texture pack ID
+ */
+ public String getTexturePack() {
+ return texturePackName;
+ }
+
+ /**
+ * @return The texture ID
+ */
+ public int getTextureID() {
+ return textureID;
+ }
+
+ /**
+ * This runs every tick
+ *
+ * @param world
+ * The worldthe player is in
+ * @param player
+ * The cursed player
+ */
+ public void action(World world, EntityPlayer player) {
+ ticksActive++;
+ }
+
+ public int getTicksActive() {
return ticksActive;
}
- public void setTicksActive(int ticksActive)
- {
+ public void setTicksActive(int ticksActive) {
this.ticksActive = ticksActive;
}
- /**
- * This runs when the player dies
- * @param world The world the player is in
- * @param player The cursed player
- */
- public void playerDeathAction(World world, EntityPlayer player)
- {}
-
- /**
- * This runs when an entity is killed (whether by a player or other causes)
- * @param world The world the player is in
- * @param target The entity that died
- * @param player The cursed player
- */
- public void entityDeathAction(World world, EntityLivingBase target, EntityPlayer player)
- {}
-
- /**
- * This runs when the player respawns
- * @param world The world the player is in
- * @param player The cursed player
- */
- public void respawnAction(World world, EntityPlayer player)
- {}
-
- /**
- * This runs when a player gets attacked by anything but another player
- * @param world The world the player is in
- * @param player The cursed player
- */
- public void attackedAction(World world, EntityPlayer player)
- {}
-
- /**
- * This runs when an entity is attacked by a player (this includes other players)
- * @param world The world the player is in
- * @param player The player that caused the damage
- * @param target The entity damaged
- */
- public void attackedByPlayerAction(LivingAttackEvent event, World world, EntityPlayer player, Entity target)
- {}
-
- /**
- * This runs when an entity is attacked by a player (this includes other players). This can cancel the damaging event.
- * @param world The world the player is in
- * @param player The player that caused the damage
- * @param target The entity damaged
- */
- public boolean attackedByPlayerActionCancelable(LivingAttackEvent event, World world, EntityPlayer player, Entity target)
- {
- return false;
- }
-
- /**
- * This runs when an item is dropped by an entity
- * @param player The cursed player
- * @param target The entity that drops the item
- * @param drops An array list containing the dropped items
- */
- public void entityDropItems(EntityPlayer player, Entity target, ArrayList<EntityItem> drops)
- {}
-
- /**
- * This is for rendering special things on the player in 3rd person (meaning you won't see this render);
- * This will also render in the inventory.
- * @param player The cursed player
- * @param event The event used for this
- */
- @SideOnly(Side.CLIENT)
- public void playerRender(EntityPlayer player, RenderPlayerEvent.Specials.Post event)
- {}
-
- /**
- * This is for rendering special things on the player in 1st and 3rd person, but not in the player inventory.
- * @param player The cursed player
- * @param event The event used for this
- */
- @SideOnly(Side.CLIENT)
- public void playerHandRender(EntityPlayer player, RenderHandEvent event)
- {}
-
- /**
- * This runs when a block drops an item (such as breaking a block and dropping itself, or breaking like a Diamond ore and dropping diamonds)
- * @param player The cursed player
- * @param event The BlockEvent that triggers this
- */
- public void onBlockItemsDrop(EntityPlayer player, BlockEvent.HarvestDropsEvent event)
- {}
-
- /**
- * This runs when a block is destroyed
- * @param player The cursed player
- * @param event The BlockEvent that runs this
- */
- public void onBlockDestroyed(EntityPlayer player, BlockEvent.BreakEvent event)
- {}
-
- /**
- * This determines if the player can toss an item or not (with Q)
- * @return True if the player can no longer toss items; False if he can. (by default false)
- */
- public boolean itemToss()
- {
- return false;
- }
-
- /**
- * This controls whether a curse can be activated or not (makes it easy to do things like disable certain curses if in hardcore)
- * @param world The world the player is in
- * @return True for curses to be used; False otherwise (by default true)
- */
- public boolean canCurseBeActivated(World world)
- {
- return canCurseBeActivated();
- }
- /**
- * This controls whether a curse can be activated or not (makes it easy to do things like disable certain curses if in hardcore)
- * @return True for curses to be used; False otherwise (by default true)
- */
- public boolean canCurseBeActivated()
- {
- return true;
- }
-
- /**
- * This is the list of all curses
- * @return The list of registered curses
- */
- public static ArrayList<Curse> getCurseList()
- {
- return curses;
- }
-
- /**
- * This is the weight of the curse when it chooses it. The lower the value, the less it gets chosen; the higher the value, the higher the chance of it getting picked.
- * @param world The world the player is currently in
- * @param player The cursed player
- * @param random A random class
- * @return The weight of the curse (by default 10)
- */
- public int weight(World world, EntityPlayer player, Random random)
- {
- return 10;
- }
-
- /*
- * This stat is used to determine the chance of certain actions happening
- */
- public int luck()
- {
- return 0;
- }
+ /**
+ * This runs when the player dies
+ *
+ * @param world
+ * The world the player is in
+ * @param player
+ * The cursed player
+ * @param event
+ * The thing that killed the player
+ */
+ public void playerDeathAction(World world, EntityPlayer player,
+ LivingDeathEvent event) {
+ // Do nothing
+ }
+
+ /**
+ * This runs when the player is healed
+ *
+ * @param world
+ * The world the player is in
+ * @param player
+ * The cursed player
+ * @param event
+ * The event that the player is healing from
+ */
+ public void playerHealAction(World world, EntityPlayer player,
+ LivingHealEvent event) {
+ // Do nothing
+ }
+
+ /**
+ * This runs when an entity is killed (whether by a player or other
+ * causes)
+ *
+ * @param world
+ * The world the player is in
+ * @param target
+ * The entity that died
+ * @param player
+ * The cursed player
+ */
+ public void entityDeathAction(World world, EntityLivingBase target,
+ EntityPlayer player) {
+ // Do nothing
+ }
+
+ /**
+ * This runs when the player respawns
+ *
+ * @param world
+ * The world the player is in
+ * @param player
+ * The cursed player
+ */
+ public void respawnAction(World world, EntityPlayer player) {
+ // Do nothing
+ }
+
+ /**
+ * This runs when a player gets attacked by anything but another player
+ *
+ * @param world
+ * The world the player is in
+ * @param player
+ * The cursed player
+ * @param event
+ * The event that attacked the player
+ * @param attacker
+ * The entity that attacked the player
+ */
+ public void attackedAction(World world, EntityPlayer player,
+ LivingAttackEvent event, Entity attacker) {
+ // Do nothing
+ }
+
+ /**
+ * This runs when an entity is attacked by a player (this includes
+ * other players)
+ *
+ * @param event
+ *
+ * @param world
+ * The world the player is in
+ * @param player
+ * The player that caused the damage
+ * @param target
+ * The entity damaged
+ */
+ public void attackedByPlayerAction(LivingAttackEvent event,
+ World world, EntityPlayer player, Entity target) {
+ // Do nothing
+ }
+
+ /**
+ * This runs when an entity is attacked by a player (this includes
+ * other players). This can cancel the damaging event.
+ *
+ * @param event
+ *
+ * @param world
+ * The world the player is in
+ * @param player
+ * The player that caused the damage
+ * @param target
+ * The entity damaged
+ * @return Whether or not to cancel the event
+ */
+ public boolean attackedByPlayerActionCancelable(
+ LivingAttackEvent event, World world, EntityPlayer player,
+ Entity target) {
+ return false;
+ }
+
+ /**
+ * This runs when an item is dropped by an entity
+ *
+ * @param player
+ * The cursed player
+ * @param target
+ * The entity that drops the item
+ * @param drops
+ * An array list containing the dropped items
+ */
+ public void entityDropItems(EntityPlayer player, Entity target,
+ ArrayList<EntityItem> drops) {
+ // Do nothing
+ }
+
+ /**
+ * This is for rendering special things on the player in 3rd person
+ * (meaning you won't see this render); This will also render in the
+ * inventory.
+ *
+ * @param player
+ * The cursed player
+ * @param event
+ * The event used for this
+ */
+ @SideOnly(Side.CLIENT)
+ public void playerRender(EntityPlayer player,
+ RenderPlayerEvent.Specials.Post event) {
+ // Do nothing
+ }
+
+ /**
+ * This is for rendering special things on the player in 1st and 3rd
+ * person, but not in the player inventory.
+ *
+ * @param player
+ * The cursed player
+ * @param event
+ * The event used for this
+ */
+ @SideOnly(Side.CLIENT)
+ public void playerHandRender(EntityPlayer player,
+ RenderHandEvent event) {
+ // Do nothing
+ }
+
+ /**
+ * This runs when a block drops an item (such as breaking a block and
+ * dropping itself, or breaking like a Diamond ore and dropping
+ * diamonds)
+ *
+ * @param player
+ * The cursed player
+ * @param event
+ * The BlockEvent that triggers this
+ */
+ public void onBlockItemsDrop(EntityPlayer player,
+ BlockEvent.HarvestDropsEvent event) {
+ // Do nothing
+ }
+
+ /**
+ * This runs when a block is destroyed
+ *
+ * @param player
+ * The cursed player
+ * @param event
+ * The BlockEvent that runs this
+ */
+ public void onBlockDestroyed(EntityPlayer player,
+ BlockEvent.BreakEvent event) {
+ // Do nothing
+ }
+
+ /**
+ * This determines if the player can toss an item or not (with Q)
+ *
+ * @return True if the player can no longer toss items; False if he
+ * can. (by default false)
+ */
+ public boolean itemToss() {
+ return false;
+ }
+
+ /**
+ * This controls whether a curse can be activated or not (makes it easy
+ * to do things like disable certain curses if in hardcore)
+ *
+ * @param world
+ * The world the player is in
+ * @return True for curses to be used; False otherwise (by default
+ * true)
+ */
+ public boolean canCurseBeActivated(World world) {
+ return canCurseBeActivated();
+ }
+
+ /**
+ * This controls whether a curse can be activated or not (makes it easy
+ * to do things like disable certain curses if in hardcore)
+ *
+ * @return True for curses to be used; False otherwise (by default
+ * true)
+ */
+ public boolean canCurseBeActivated() {
+ return true;
+ }
+
+ /**
+ * This is the list of all curses
+ *
+ * @return The list of registered curses
+ */
+ public static ArrayList<Curse> getCurseList() {
+ return curses;
+ }
+
+ /**
+ * This is the weight of the curse when it chooses it. The lower the
+ * value, the less it gets chosen; the higher the value, the higher the
+ * chance of it getting picked.
+ *
+ * @param world
+ * The world the player is currently in
+ * @param player
+ * The cursed player
+ * @param random
+ * A random class
+ * @return The weight of the curse (by default 10)
+ */
+ public int weight(World world, EntityPlayer player, Random random) {
+ return 10;
+ }
+
+ /*
+ * This stat is used to determine the chance of certain actions
+ * happening
+ */
+ public int luck() {
+ return 0;
+ }
+
+ /**
+ * This event is called whenever the player attempts to sleep.
+ *
+ * @param worldObj the world
+ * @param player the cursed player
+ * @param event the sleeping event
+ */
+ public void playerSleepAction(World worldObj, EntityPlayer player,
+ PlayerSleepInBedEvent event) {
+
+ }
}