Unicopia/src/main/java/com/minelittlepony/unicopia/power/IPower.java

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package com.minelittlepony.unicopia.power;
import javax.annotation.Nullable;
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import com.minelittlepony.unicopia.Race;
import com.minelittlepony.unicopia.input.IKeyBind;
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import com.minelittlepony.unicopia.particle.Particles;
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import com.minelittlepony.unicopia.player.IPlayer;
import com.minelittlepony.util.shape.IShape;
import com.minelittlepony.util.shape.Sphere;
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import net.minecraft.entity.Entity;
import net.minecraft.util.math.Vec3d;
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import net.minecraft.world.World;
public interface IPower<T extends IData> extends IKeyBind {
static void spawnParticles(int particleId, Entity entity, int count, int...args) {
double halfDist = entity.getEyeHeight() / 1.5;
double middle = entity.getEntityBoundingBox().minY + halfDist;
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IShape shape = new Sphere(false, (float)halfDist + entity.width);
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for (int i = 0; i < count; i++) {
Vec3d point = shape.computePoint(entity.getEntityWorld().rand);
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Particles.instance().spawnParticle(particleId, false,
entity.posX + point.x,
middle + point.y,
entity.posZ + point.z,
0, 0, 0, args);
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}
}
@Override
default String getKeyCategory() {
return "unicopia.category.name";
}
/**
* Returns the number of ticks the player must hold the ability key to trigger this ability.
*/
int getWarmupTime(IPlayer player);
/**
* Returns the number of ticks allowed for cooldown
*/
int getCooldownTime(IPlayer player);
/**
* Called to check preconditions for activating the ability.
*
* @param w The world
* @param player The player
* @return True to allow activation
*/
default boolean canActivate(World w, IPlayer player) {
return true;
}
/**
* Checks if the given race is permitted to use this ability
* @param playerSpecies The player's species
*/
boolean canUse(Race playerSpecies);
/**
* 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
*/
@Nullable
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T tryActivate(IPlayer player);
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Class<T> getPackageType();
/**
* 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(IPlayer 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(IPlayer player);
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/**
* Called every tick until the cooldown timer runs out.
* @param player The current player
*/
void postApply(IPlayer player);
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}