diff options
| author | bculkin2442 <bjculkin@mix.wvu.edu> | 2019-08-22 20:01:40 -0400 |
|---|---|---|
| committer | bculkin2442 <bjculkin@mix.wvu.edu> | 2019-08-22 20:01:40 -0400 |
| commit | 20bef6e26d948698398bd16aeab8c9e6b89110e4 (patch) | |
| tree | 8a21e17f78b330435f4ce2d4355d72b773230aa7 /src/main/java/darkknight/jewelrycraft/api/Curse.java | |
| parent | 26fb28edd1ebb6390f8803fed3876d222cb8fdba (diff) | |
Format/import cleanup
Diffstat (limited to 'src/main/java/darkknight/jewelrycraft/api/Curse.java')
| -rwxr-xr-x | src/main/java/darkknight/jewelrycraft/api/Curse.java | 196 |
1 files changed, 88 insertions, 108 deletions
diff --git a/src/main/java/darkknight/jewelrycraft/api/Curse.java b/src/main/java/darkknight/jewelrycraft/api/Curse.java index dd220f1..6bf37ee 100755 --- a/src/main/java/darkknight/jewelrycraft/api/Curse.java +++ b/src/main/java/darkknight/jewelrycraft/api/Curse.java @@ -19,21 +19,21 @@ 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 int textureID, ticksActive;
+ protected String name, description, texturePackName;
- protected Random rand = new Random();
+ protected Random rand = new Random();
- private static ArrayList<Curse> curses = new ArrayList<>();
- public static ArrayList<Curse> availableCurses = new ArrayList<>();
+ private static ArrayList<Curse> curses = new ArrayList<>();
+ public static ArrayList<Curse> availableCurses = new ArrayList<>();
/**
* @param name
- * The name of the curse
+ * The name of the curse
* @param txtID
- * The texture ID of it
+ * The texture ID of it
* @param texturepack
- * The texturepack location
+ * The texturepack location
*/
protected Curse(String name, int txtID, String texturepack) {
this.name = name;
@@ -62,7 +62,7 @@ public abstract class Curse { /**
* @param desc
- * description of the curse
+ * description of the curse
* @return The class
*/
public Curse setDescription(String desc) {
@@ -88,9 +88,9 @@ public abstract class Curse { * This runs every tick
*
* @param world
- * The worldthe player is in
+ * The worldthe player is in
* @param player
- * The cursed player
+ * The cursed player
*/
public void action(World world, EntityPlayer player) {
ticksActive++;
@@ -108,14 +108,13 @@ public abstract class Curse { * This runs when the player dies
*
* @param world
- * The world the player is in
+ * The world the player is in
* @param player
- * The cursed player
+ * The cursed player
* @param event
- * The thing that killed the player
+ * The thing that killed the player
*/
- public void playerDeathAction(World world, EntityPlayer player,
- LivingDeathEvent event) {
+ public void playerDeathAction(World world, EntityPlayer player, LivingDeathEvent event) {
// Do nothing
}
@@ -123,30 +122,27 @@ public abstract class Curse { * This runs when the player is healed
*
* @param world
- * The world the player is in
+ * The world the player is in
* @param player
- * The cursed player
+ * The cursed player
* @param event
- * The event that the player is healing from
+ * The event that the player is healing from
*/
- public void playerHealAction(World world, EntityPlayer player,
- LivingHealEvent event) {
+ 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)
+ * This runs when an entity is killed (whether by a player or other causes)
*
* @param world
- * The world the player is in
+ * The world the player is in
* @param target
- * The entity that died
+ * The entity that died
* @param player
- * The cursed player
+ * The cursed player
*/
- public void entityDeathAction(World world, EntityLivingBase target,
- EntityPlayer player) {
+ public void entityDeathAction(World world, EntityLivingBase target, EntityPlayer player) {
// Do nothing
}
@@ -154,67 +150,63 @@ public abstract class Curse { * This runs when the player respawns
*
* @param world
- * The world the player is in
+ * The world the player is in
* @param player
- * The cursed 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
+ * This runs when a player gets attacked by anything but another player
*
* @param world
- * The world the player is in
+ * The world the player is in
* @param player
- * The cursed player
+ * The cursed player
* @param event
- * The event that attacked the player
+ * The event that attacked the player
* @param attacker
- * The entity that attacked the player
+ * The entity that attacked the player
*/
- public void attackedAction(World world, EntityPlayer player,
- LivingAttackEvent event, Entity attacker) {
+ 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)
+ * This runs when an entity is attacked by a player (this includes other
+ * players)
*
* @param event
*
* @param world
- * The world the player is in
+ * The world the player is in
* @param player
- * The player that caused the damage
+ * The player that caused the damage
* @param target
- * The entity damaged
+ * The entity damaged
*/
- public void attackedByPlayerAction(LivingAttackEvent event,
- World world, EntityPlayer player, Entity target) {
+ 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.
+ * 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
+ * The world the player is in
* @param player
- * The player that caused the damage
+ * The player that caused the damage
* @param target
- * The entity damaged
+ * The entity damaged
* @return Whether or not to cancel the event
*/
- public boolean attackedByPlayerActionCancelable(
- LivingAttackEvent event, World world,
- EntityPlayer player, Entity target) {
+ public boolean attackedByPlayerActionCancelable(LivingAttackEvent event, World world, EntityPlayer player,
+ Entity target) {
return false;
}
@@ -222,60 +214,54 @@ public abstract class Curse { * This runs when an item is dropped by an entity
*
* @param player
- * The cursed player
+ * The cursed player
* @param target
- * The entity that drops the item
+ * The entity that drops the item
* @param drops
- * An array list containing the dropped items
+ * An array list containing the dropped items
*/
- public void entityDropItems(EntityPlayer player, Entity target,
- ArrayList<EntityItem> drops) {
+ 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.
+ * 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
+ * The cursed player
* @param event
- * The event used for this
+ * The event used for this
*/
@SideOnly(Side.CLIENT)
- public void playerRender(EntityPlayer player,
- RenderPlayerEvent.Specials.Post event) {
+ 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.
+ * 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
+ * The cursed player
* @param event
- * The event used for this
+ * The event used for this
*/
@SideOnly(Side.CLIENT)
- public void playerHandRender(EntityPlayer player,
- RenderHandEvent event) {
+ 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)
+ * 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
+ * The cursed player
* @param event
- * The BlockEvent that triggers this
+ * The BlockEvent that triggers this
*/
- public void onBlockItemsDrop(EntityPlayer player,
- BlockEvent.HarvestDropsEvent event) {
+ public void onBlockItemsDrop(EntityPlayer player, BlockEvent.HarvestDropsEvent event) {
// Do nothing
}
@@ -283,44 +269,41 @@ public abstract class Curse { * This runs when a block is destroyed
*
* @param player
- * The cursed player
+ * The cursed player
* @param event
- * The BlockEvent that runs this
+ * The BlockEvent that runs this
*/
- public void onBlockDestroyed(EntityPlayer player,
- BlockEvent.BreakEvent event) {
+ 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)
+ * @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)
+ * 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)
+ * 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)
+ * 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)
+ * @return True for curses to be used; False otherwise (by default true)
*/
public boolean canCurseBeActivated() {
return true;
@@ -336,26 +319,24 @@ public abstract class Curse { }
/**
- * 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.
+ * 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
+ * The world the player is currently in
* @param player
- * The cursed player
+ * The cursed player
* @param random
- * A random class
+ * A random class
* @return The weight of the curse (by default 10)
*/
- public int weight(World world, EntityPlayer player,
- Random random) {
+ public int weight(World world, EntityPlayer player, Random random) {
return 10;
}
/*
- * This stat is used to determine the chance of certain actions
- * happening
+ * This stat is used to determine the chance of certain actions happening
*/
public int luck() {
return 0;
@@ -365,14 +346,13 @@ public abstract class Curse { * This event is called whenever the player attempts to sleep.
*
* @param worldObj
- * the world
+ * the world
* @param player
- * the cursed player
+ * the cursed player
* @param event
- * the sleeping event
+ * the sleeping event
*/
- public void playerSleepAction(World worldObj, EntityPlayer player,
- PlayerSleepInBedEvent event) {
+ public void playerSleepAction(World worldObj, EntityPlayer player, PlayerSleepInBedEvent event) {
}
}
|
