From 4f7ad220df0438b6f3382110577b53f29da46453 Mon Sep 17 00:00:00 2001 From: bculkin2442 Date: Thu, 24 May 2018 15:50:07 -0400 Subject: Update of all changes --- .../jewelrycraft/api/ModifierEffects.java | 334 +++++++++++++-------- 1 file changed, 201 insertions(+), 133 deletions(-) mode change 100644 => 100755 src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java (limited to 'src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java') diff --git a/src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java b/src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java old mode 100644 new mode 100755 index 22e0ca8..05fee9d --- a/src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java +++ b/src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java @@ -2,6 +2,7 @@ package darkknight.jewelrycraft.api; import java.util.ArrayList; import java.util.Random; + import net.minecraft.entity.Entity; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; @@ -9,137 +10,204 @@ import net.minecraft.item.ItemStack; import net.minecraft.util.DamageSource; import net.minecraftforge.event.entity.player.PlayerEvent; -public class ModifierEffects -{ - protected ItemStack modifier; - protected Random rand = new Random(); - protected static ArrayList effects = new ArrayList(); - - /** - * @param modifier The item to use as modifier - */ - public ModifierEffects(ItemStack modifier) - { - this.modifier = modifier; - effects.add(this); - } - - /** - * @return The list of all effects registered - */ - public static ArrayList getEffects() - { - return effects; - } - - /** - * @return The ItemStack set as the modifier - */ - public ItemStack getModifier() - { - return modifier; - } - - /** - * This runs every tick - * - * @param item The ItemStack representing the jewelry that runs the effect - * @param player The player wearing the jewelry wearing a jewelry with this modifier on it - * @param jewelry The actual jewelry item (used by me to determine the type of jewelry so I don't have to call item.getItem() blah blah blah) - */ - public void action(ItemStack item, EntityPlayer player, Item jewelry) - {}; - - /** - * This runs when an entity is attacked. This event can be canceled. - * - * @param item The ItemStack representing the jewelry that runs the effect - * @param player The player wearing the jewelry wearing a jewelry with this modifier on it - * @param target The attacked entity - * @param jewelry The actual jewelry item (aka item.getItem(), almost) - * @param amount The amount of damage the entity took - * @return The state of the event (true to cancel it, false to not) - */ - public boolean onEntityAttackedCacellable(ItemStack item, EntityPlayer player, Entity target, Item jewelry, float amount) - { - return false; - } - - /** - * This runs when a player gets damaged. This event can be canceled. - * - * @param item The ItemStack representing the jewelry that runs the effect - * @param player The attacked player wearing a jewelry with this modifier on it - * @param source The source of the damage - * @param jewelry The actual jewelry item (aka item.getItem(), almost) - * @param amount The amount of damage the player took - * @return The state of the event (true to cancel it, false to not) - */ - public boolean onPlayerAttackedCacellable(ItemStack item, EntityPlayer player, DamageSource source, Item jewelry, float amount) - { - return false; - } - - /** - * This is the same as onEntityAttackedCacellable, but this can not be canceled. I recommend using this over onEntityAttackedCacellable, as it is more reliable. - * - * @param item The ItemStack representing the jewelry that runs the effect - * @param player The player wearing the jewelry wearing a jewelry with this modifier on it - * @param target The attacked entity - * @param jewelry The actual jewelry item (aka item.getItem(), almost) - * @param amount The amount of damage the entity took - */ - public void onEntityAttacked(ItemStack item, EntityPlayer player, Entity target, Item jewelry, float amount) - {} - - /** - * This is just like onPlayerAttackedCacellable, only that this can not be canceled. I recommend using this over onPlayerAttackedCacellable, as it is more reliable. - * - * @param item The ItemStack representing the jewelry that runs the effect - * @param player The attacked player wearing a jewelry with this modifier on it - * @param source The source of the damage - * @param jewelry The actual jewelry item (aka item.getItem(), almost) - * @param amount The amount of damage the player took - */ - public void onPlayerAttacked(ItemStack item, EntityPlayer player, DamageSource source, Item jewelry, float amount) - {} - - /** - * This runs when the player dies - * - * @param item The ItemStack representing the jewelry that runs the effect - * @param player The player that died wearing a jewelry with this modifier on it - * @param source The source of the killing blow - * @param jewelry The actual jewelry item (aka item.getItem(), almost) - */ - public void onPlayerDead(ItemStack item, EntityPlayer player, DamageSource source, Item jewelry) - {} - - /** - * This runs when the player respawns - * - * @param item The ItemStack representing the jewelry that runs the effect - * @param event The PlayerEvent that runs when the player respawns (this is also called when a player moves between dimensions) - * @param jewelry The actual jewelry item (aka item.getItem(), almost) - */ - public void onPlayerRespawn(ItemStack item, PlayerEvent.Clone event, Item jewelry) - {} - - /** - * This runs when the item containing this modifier is equipped - * - * @param item The ItemStack representing the jewelry that runs the effect - * @param jewelry The actual jewelry item (aka item.getItem(), almost) - */ - public void onJewelryEquipped(ItemStack item, Item jewelry) - {} - - /** - * This runs when the item containing this modifier is unquipped - * - * @param item The ItemStack representing the jewelry that runs the effect - * @param jewelry The actual jewelry item (aka item.getItem(), almost) - */ - public void onJewelryUnequipped(ItemStack item, Item jewelry) - {} +public class ModifierEffects { + protected ItemStack modifier; + protected Random rand = new Random(); + protected static ArrayList effects = + new ArrayList<>(); + + /** + * @param modifier + * The item to use as modifier + */ + public ModifierEffects(ItemStack modifier) { + this.modifier = modifier; + effects.add(this); + } + + /** + * @return The list of all effects registered + */ + public static ArrayList getEffects() { + return effects; + } + + /** + * @return The ItemStack set as the modifier + */ + public ItemStack getModifier() { + return modifier; + } + + /** + * This runs every tick + * + * @param item + * The ItemStack representing the jewelry that runs the + * effect + * @param player + * The player wearing the jewelry wearing a jewelry with + * this modifier on it + * @param jewelry + * The actual jewelry item (used by me to determine the type + * of jewelry so I don't have to call item.getItem() blah + * blah blah) + */ + public void action(ItemStack item, EntityPlayer player, Item jewelry) { + // Do nothing + }; + + /** + * This runs when an entity is attacked. This event can be canceled. + * + * @param item + * The ItemStack representing the jewelry that runs the + * effect + * @param player + * The player wearing the jewelry wearing a jewelry with + * this modifier on it + * @param target + * The attacked entity + * @param jewelry + * The actual jewelry item (aka item.getItem(), almost) + * @param amount + * The amount of damage the entity took + * @return The state of the event (true to cancel it, false to not) + */ + public boolean onEntityAttackedCancellable(ItemStack item, + EntityPlayer player, Entity target, Item jewelry, + float amount) { + return false; + } + + /** + * This runs when a player gets damaged. This event can be canceled. + * + * @param item + * The ItemStack representing the jewelry that runs the + * effect + * @param player + * The attacked player wearing a jewelry with this modifier + * on it + * @param source + * The source of the damage + * @param jewelry + * The actual jewelry item (aka item.getItem(), almost) + * @param amount + * The amount of damage the player took + * @return The state of the event (true to cancel it, false to not) + */ + public boolean onPlayerAttackedCancellable(ItemStack item, + EntityPlayer player, DamageSource source, Item jewelry, + float amount) { + return false; + } + + /** + * This is the same as onEntityAttackedCacellable, but this can not be + * canceled. I recommend using this over onEntityAttackedCacellable, as + * it is more reliable. + * + * @param item + * The ItemStack representing the jewelry that runs the + * effect + * @param player + * The player wearing the jewelry wearing a jewelry with + * this modifier on it + * @param target + * The attacked entity + * @param jewelry + * The actual jewelry item (aka item.getItem(), almost) + * @param amount + * The amount of damage the entity took + */ + public void onEntityAttacked(ItemStack item, EntityPlayer player, + Entity target, Item jewelry, float amount) { + // Do nothing + } + + /** + * This is just like onPlayerAttackedCacellable, only that this can not + * be canceled. I recommend using this over onPlayerAttackedCacellable, + * as it is more reliable. + * + * @param item + * The ItemStack representing the jewelry that runs the + * effect + * @param player + * The attacked player wearing a jewelry with this modifier + * on it + * @param source + * The source of the damage + * @param jewelry + * The actual jewelry item (aka item.getItem(), almost) + * @param amount + * The amount of damage the player took + */ + public void onPlayerAttacked(ItemStack item, EntityPlayer player, + DamageSource source, Item jewelry, float amount) { + // Do nothing + } + + /** + * This runs when the player dies + * + * @param item + * The ItemStack representing the jewelry that runs the + * effect + * @param player + * The player that died wearing a jewelry with this modifier + * on it + * @param source + * The source of the killing blow + * @param jewelry + * The actual jewelry item (aka item.getItem(), almost) + */ + public void onPlayerDead(ItemStack item, EntityPlayer player, + DamageSource source, Item jewelry) { + // Do nothing + } + + /** + * This runs when the player respawns + * + * @param item + * The ItemStack representing the jewelry that runs the + * effect + * @param event + * The PlayerEvent that runs when the player respawns (this + * is also called when a player moves between dimensions) + * @param jewelry + * The actual jewelry item (aka item.getItem(), almost) + */ + public void onPlayerRespawn(ItemStack item, PlayerEvent.Clone event, + Item jewelry) { + // Do nothing + } + + /** + * This runs when the item containing this modifier is equipped + * + * @param item + * The ItemStack representing the jewelry that runs the + * effect + * @param jewelry + * The actual jewelry item (aka item.getItem(), almost) + */ + public void onJewelryEquipped(ItemStack item, Item jewelry) { + // Do nothing + } + + /** + * This runs when the item containing this modifier is unquipped + * + * @param item + * The ItemStack representing the jewelry that runs the + * effect + * @param jewelry + * The actual jewelry item (aka item.getItem(), almost) + */ + public void onJewelryUnequipped(ItemStack item, Item jewelry) { + // Do nothing + } } -- cgit v1.2.3