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diff --git a/src/main/java/darkknight/jewelrycraft/api/ModifierEffect.java b/src/main/java/darkknight/jewelrycraft/api/ModifierEffect.java
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+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;
+import net.minecraft.item.ItemStack;
+import net.minecraft.util.DamageSource;
+import net.minecraftforge.event.entity.player.PlayerEvent;
+
+public class ModifierEffect {
+ protected ItemStack modifier;
+ protected Random rand = new Random();
+
+ protected static ArrayList<ModifierEffect> effects = new ArrayList<>();
+
+ /**
+ * @param modifier
+ * The item to use as modifier
+ */
+ public ModifierEffect(ItemStack modifier) {
+ this.modifier = modifier;
+
+ if (modifier != null) {
+ effects.add(this);
+ }
+ }
+
+ /**
+ * @return The list of all effects registered
+ */
+ public static ArrayList<ModifierEffect> 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
+ }
+}