Unicopia/src/main/java/com/minelittlepony/unicopia/ability/Ability.java

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package com.minelittlepony.unicopia.ability;
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import java.util.Optional;
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import org.jetbrains.annotations.Nullable;
import com.minelittlepony.unicopia.Race;
import com.minelittlepony.unicopia.ability.data.Hit;
import com.minelittlepony.unicopia.entity.player.Pony;
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import net.minecraft.text.Text;
import net.minecraft.util.Identifier;
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import net.minecraft.world.World;
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public interface Ability<T extends Hit> {
/**
* The amount of energy this ability is expected to cost if the player were to cast it.
*/
double getCostEstimate(Pony player);
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/**
* Returns the number of ticks the player must hold the ability key to trigger this ability.
*/
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int getWarmupTime(Pony player);
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/**
* Returns the number of ticks allowed for cooldown
*/
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int getCooldownTime(Pony player);
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/**
* Called when an ability is about to be triggered. This event occurs on both the client and server so check {@code Pony#isClient} if you need to know which one you're on.
* <p>
* Use this method to respond to quick-time events, like short taps or double-taps.
* <p>
* @return True if the event has been handled.
*/
default boolean onQuickAction(Pony player, ActivationType type, Optional<T> data) {
return onQuickAction(player, type);
}
@Deprecated
default boolean onQuickAction(Pony player, ActivationType type) {
return false;
}
/**
* Called on the client to get any data required for the quick action.
*/
default Optional<T> prepareQuickAction(Pony player, ActivationType type) {
return Optional.empty();
}
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/**
* Called to check preconditions for activating the ability.
*
* @param w The world
* @param player The player
* @return True to allow activation
*/
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default boolean canActivate(World w, Pony player) {
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return true;
}
/**
* Checks if the given race is permitted to use this ability
* @param playerSpecies The player's species
*/
boolean canUse(Race playerSpecies);
@Deprecated
@Nullable
T tryActivate(Pony player);
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/**
* Called on the client to activate the ability.
*
* @param player The player activating the ability
* @return Data to be sent, or null if activation failed
*/
default Optional<T> prepare(Pony player) {
return Optional.ofNullable(tryActivate(player));
}
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Hit.Serializer<T> getSerializer();
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/**
* The icon representing this ability on the UI and HUD.
*/
default Identifier getIcon(Pony player, boolean swap) {
Identifier id = Abilities.REGISTRY.getId(this);
return new Identifier(id.getNamespace(), "textures/gui/ability/" + id.getPath() + ".png");
}
/**
* The display name for this ability.
*/
default Text getName() {
Identifier id = Abilities.REGISTRY.getId(this);
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return Text.translatable("ability." + id.getNamespace() + "." + id.getPath().replace('/', '.'));
}
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/**
* Server-side counterpart to canActivate.
*
* Called before applying to determine whether to cancel the command or not.
*/
default boolean canApply(Pony player, T data) {
return true;
}
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/**
* Called to actually apply the ability.
* Only called on the server side.
*
* @param player The player that triggered the ability
* @param data Data previously sent from the client
*/
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void apply(Pony player, T data);
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/**
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* Called every tick until the warmup timer runs out.
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* @param player The current player
*/
void preApply(Pony player, AbilitySlot slot);
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/**
* Called every tick until the cooldown timer runs out.
* @param player The current player
*/
void postApply(Pony player, AbilitySlot slot);
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}