From 20bef6e26d948698398bd16aeab8c9e6b89110e4 Mon Sep 17 00:00:00 2001 From: bculkin2442 Date: Thu, 22 Aug 2019 20:01:40 -0400 Subject: Format/import cleanup --- .../java/darkknight/jewelrycraft/api/Curse.java | 196 +++++++++------------ .../darkknight/jewelrycraft/api/IJewelryItem.java | 80 ++++----- .../jewelrycraft/api/ModifierEffects.java | 149 +++++++--------- 3 files changed, 183 insertions(+), 242 deletions(-) (limited to 'src/main/java/darkknight/jewelrycraft/api') 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 curses = new ArrayList<>(); - public static ArrayList availableCurses = new ArrayList<>(); + private static ArrayList curses = new ArrayList<>(); + public static ArrayList 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 drops) { + public void entityDropItems(EntityPlayer player, Entity target, ArrayList 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) { } } diff --git a/src/main/java/darkknight/jewelrycraft/api/IJewelryItem.java b/src/main/java/darkknight/jewelrycraft/api/IJewelryItem.java index ad15c7a..878ceee 100755 --- a/src/main/java/darkknight/jewelrycraft/api/IJewelryItem.java +++ b/src/main/java/darkknight/jewelrycraft/api/IJewelryItem.java @@ -15,8 +15,8 @@ import net.minecraftforge.event.entity.player.PlayerEvent; */ public interface IJewelryItem { /** - * @return Returns the id of the type, 0 is for ring, 1 is for - * bracelet, 2 is for necklace and 3 is for earrings + * @return Returns the id of the type, 0 is for ring, 1 is for bracelet, 2 is + * for necklace and 3 is for earrings */ public int type(); @@ -24,84 +24,76 @@ public interface IJewelryItem { * This is the action performed each player tick * * @param item - * The item stack of the item (allows for fine item - * search, like metadata and nbt) + * The item stack of the item (allows for fine item search, like + * metadata and nbt) * @param player - * The player wearing the jewelry + * The player wearing the jewelry */ public void onWearAction(ItemStack item, EntityPlayer player); /** - * This performs an action whenever a player gets attacked by an - * entity besides another Player + * This performs an action whenever a player gets attacked by an entity besides + * another Player * * @param item - * The item stack of the item (allows for fine item - * search, like metadata and nbt) + * The item stack of the item (allows for fine item search, like + * metadata and nbt) * @param player - * The player that was attacked + * The player that was attacked * @param source - * Source of the damage + * Source of the damage * @param amount - * The amount of damage taken + * The amount of damage taken */ - public void onPlayerAttackedAction(ItemStack item, - EntityPlayer player, DamageSource source, - float amount); + public void onPlayerAttackedAction(ItemStack item, EntityPlayer player, DamageSource source, float amount); /** - * This does an action whenever an Entity gets attacked by a - * player, this includes other Players + * This does an action whenever an Entity gets attacked by a player, this + * includes other Players * * @param item - * The item stack of the item (allows for fine item - * search, like metadata and nbt) + * The item stack of the item (allows for fine item search, like + * metadata and nbt) * @param player - * The attacking player + * The attacking player * @param entity - * The target entity + * The target entity * @param amount - * The amount of damage dealt + * The amount of damage dealt */ - public void onEntityAttackedByPlayer(ItemStack item, - EntityPlayer player, EntityLivingBase entity, - float amount); + public void onEntityAttackedByPlayer(ItemStack item, EntityPlayer player, EntityLivingBase entity, float amount); /** * This runs whenever a player dies * * @param item - * The item stack of the item (allows for fine item - * search, like metadata and nbt) + * The item stack of the item (allows for fine item search, like + * metadata and nbt) * @param player - * The player that died + * The player that died * @param source - * The damage source that caused the death + * The damage source that caused the death */ - public void onPlayerDeadAction(ItemStack item, EntityPlayer player, - DamageSource source); + public void onPlayerDeadAction(ItemStack item, EntityPlayer player, DamageSource source); /** - * Runs whenever a player respawns (switches dimensions or actually - * respawns) + * Runs whenever a player respawns (switches dimensions or actually respawns) * * @param item - * The item stack of the item (allows for fine item - * search, like metadata and nbt) + * The item stack of the item (allows for fine item search, like + * metadata and nbt) * @param event - * The clone event that runs whenever a player - * respawns, either because he died or switched - * dimensions + * The clone event that runs whenever a player respawns, either + * because he died or switched dimensions */ - public void onPlayerRespawnAction(ItemStack item, - PlayerEvent.Clone event); + public void onPlayerRespawnAction(ItemStack item, PlayerEvent.Clone event); /** * This runs when the item is equipped * * @param item - * The item stack of the item (allows for fine item - * search, like metadata and nbt) + * The item stack of the item (allows for fine item search, like + * metadata and nbt) */ public void onJewelryEquipped(ItemStack item); @@ -109,8 +101,8 @@ public interface IJewelryItem { * This runs when the item is unequipped * * @param item - * The item stack of the item (allows for fine item - * search, like metadata and nbt) + * The item stack of the item (allows for fine item search, like + * metadata and nbt) */ public void onJewelryUnequipped(ItemStack item); } diff --git a/src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java b/src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java index 389bafc..7b89b8c 100755 --- a/src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java +++ b/src/main/java/darkknight/jewelrycraft/api/ModifierEffects.java @@ -11,13 +11,13 @@ 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<>(); + protected ItemStack modifier; + protected Random rand = new Random(); + protected static ArrayList effects = new ArrayList<>(); /** * @param modifier - * The item to use as modifier + * The item to use as modifier */ public ModifierEffects(ItemStack modifier) { this.modifier = modifier; @@ -42,116 +42,97 @@ public class ModifierEffects { * This runs every tick * * @param item - * The ItemStack representing the jewelry that runs - * the effect + * The ItemStack representing the jewelry that runs the effect * @param player - * The player wearing the jewelry wearing a jewelry - * with this modifier on it + * 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) + * 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) { + public void action(ItemStack item, EntityPlayer player, Item jewelry) { // Do nothing }; /** - * This runs when an entity is attacked. This event can be - * canceled. + * This runs when an entity is attacked. This event can be canceled. * * @param item - * The ItemStack representing the jewelry that runs - * the effect + * The ItemStack representing the jewelry that runs the effect * @param player - * The player wearing the jewelry wearing a jewelry - * with this modifier on it + * The player wearing the jewelry wearing a jewelry with this + * modifier on it * @param target - * The attacked entity + * The attacked entity * @param jewelry - * The actual jewelry item (aka item.getItem(), - * almost) + * The actual jewelry item (aka item.getItem(), almost) * @param amount - * The amount of damage the entity took + * 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, + 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. + * This runs when a player gets damaged. This event can be canceled. * * @param item - * The ItemStack representing the jewelry that runs - * the effect + * The ItemStack representing the jewelry that runs the effect * @param player - * The attacked player wearing a jewelry with this - * modifier on it + * The attacked player wearing a jewelry with this modifier on it * @param source - * The source of the damage + * The source of the damage * @param jewelry - * The actual jewelry item (aka item.getItem(), - * almost) + * The actual jewelry item (aka item.getItem(), almost) * @param amount - * The amount of damage the player took + * 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) { + 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. + * 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 + * The ItemStack representing the jewelry that runs the effect * @param player - * The player wearing the jewelry wearing a jewelry - * with this modifier on it + * The player wearing the jewelry wearing a jewelry with this + * modifier on it * @param target - * The attacked entity + * The attacked entity * @param jewelry - * The actual jewelry item (aka item.getItem(), - * almost) + * The actual jewelry item (aka item.getItem(), almost) * @param amount - * The amount of damage the entity took + * The amount of damage the entity took */ - public void onEntityAttacked(ItemStack item, EntityPlayer player, - Entity target, Item jewelry, float amount) { + 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. + * 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 + * The ItemStack representing the jewelry that runs the effect * @param player - * The attacked player wearing a jewelry with this - * modifier on it + * The attacked player wearing a jewelry with this modifier on it * @param source - * The source of the damage + * The source of the damage * @param jewelry - * The actual jewelry item (aka item.getItem(), - * almost) + * The actual jewelry item (aka item.getItem(), almost) * @param amount - * The amount of damage the player took + * The amount of damage the player took */ - public void onPlayerAttacked(ItemStack item, EntityPlayer player, - DamageSource source, Item jewelry, float amount) { + public void onPlayerAttacked(ItemStack item, EntityPlayer player, DamageSource source, Item jewelry, float amount) { // Do nothing } @@ -159,19 +140,15 @@ public class ModifierEffects { * This runs when the player dies * * @param item - * The ItemStack representing the jewelry that runs - * the effect + * The ItemStack representing the jewelry that runs the effect * @param player - * The player that died wearing a jewelry with this - * modifier on it + * The player that died wearing a jewelry with this modifier on it * @param source - * The source of the killing blow + * The source of the killing blow * @param jewelry - * The actual jewelry item (aka item.getItem(), - * almost) + * The actual jewelry item (aka item.getItem(), almost) */ - public void onPlayerDead(ItemStack item, EntityPlayer player, - DamageSource source, Item jewelry) { + public void onPlayerDead(ItemStack item, EntityPlayer player, DamageSource source, Item jewelry) { // Do nothing } @@ -179,18 +156,14 @@ public class ModifierEffects { * This runs when the player respawns * * @param item - * The ItemStack representing the jewelry that runs - * the effect + * 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) + * 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) + * The actual jewelry item (aka item.getItem(), almost) */ - public void onPlayerRespawn(ItemStack item, - PlayerEvent.Clone event, Item jewelry) { + public void onPlayerRespawn(ItemStack item, PlayerEvent.Clone event, Item jewelry) { // Do nothing } @@ -198,11 +171,9 @@ public class ModifierEffects { * This runs when the item containing this modifier is equipped * * @param item - * The ItemStack representing the jewelry that runs - * the effect + * The ItemStack representing the jewelry that runs the effect * @param jewelry - * The actual jewelry item (aka item.getItem(), - * almost) + * The actual jewelry item (aka item.getItem(), almost) */ public void onJewelryEquipped(ItemStack item, Item jewelry) { // Do nothing @@ -212,11 +183,9 @@ public class ModifierEffects { * This runs when the item containing this modifier is unquipped * * @param item - * The ItemStack representing the jewelry that runs - * the effect + * The ItemStack representing the jewelry that runs the effect * @param jewelry - * The actual jewelry item (aka item.getItem(), - * almost) + * The actual jewelry item (aka item.getItem(), almost) */ public void onJewelryUnequipped(ItemStack item, Item jewelry) { // Do nothing -- cgit v1.2.3