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; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.item.EntityItem; import net.minecraft.entity.player.EntityPlayer; 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.living.LivingHurtEvent; 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 curses = new ArrayList<>(); public static ArrayList 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) { this.ticksActive = ticksActive; } /** * 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 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 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) { } public void onEntityHurt(World worldObj, EntityPlayer player, LivingHurtEvent event) { // TODO Auto-generated method stub } public void onPlayerHurt(World worldObj, EntityPlayer player, LivingHurtEvent event) { // TODO Auto-generated method stub } }