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package ic2.api.item;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.item.ItemStack;
/**
* ICustomDamageItem allows items to have custom damage handling without the massive overhead of
* Item.getDamage() / Item.setDamage(), which turn ItemStack.getItemDamage into virtual calls.
*
* The custom damage value is typically stored in the item stacks nbt data.
*
* If an Item implements ICusomDamageItem, the normal ItemStack damage won't be changed by IC2.
* It's up to the implementer to potentially manipulate it for suitable visual effect on the
* rendered damage bar or to provide a suitable item renderer.
*
* Item.isDamageable() still applies.
*
* @author Player
*/
public interface ICustomDamageItem {
/**
* Retrieve the custom damage value for the supplied item stack.
*
* @param stack ItemStack to be queried.
* @return Custom damage value.
*/
int getCustomDamage(ItemStack stack);
/**
* Retrieve the maximum custom damage value for the supplied item stack.
* @param stack ItemStack to be queried.
* @return Custom damage value limit.
*/
int getMaxCustomDamage(ItemStack stack);
/**
* Set the custom damage value for the supplied item stack.
*
* @param stack ItemStack to be manipulated.
* @param damage New damage value.
*/
void setCustomDamage(ItemStack stack, int damage);
/**
* Increase the custom damage value for the supplied item stack.
*
* It's up to the implementation to not apply any damage, e.g. based on some randomness or
* properties of src.
*
* @param stack ItemStack to be manipulated.
* @param damage Extra damage to be applied.
* @param src Entity damaging the item, may be null.
* @return true if damage was applied.
*/
boolean applyCustomDamage(ItemStack stack, int damage, EntityLivingBase src);
}
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