package com.minelittlepony.unicopia.power; import javax.annotation.Nullable; import com.minelittlepony.unicopia.Race; import com.minelittlepony.unicopia.input.IKeyBind; import com.minelittlepony.unicopia.particle.Particles; import com.minelittlepony.unicopia.player.IPlayer; import com.minelittlepony.util.shape.IShape; import com.minelittlepony.util.shape.Sphere; import net.minecraft.entity.Entity; import net.minecraft.util.math.Vec3d; import net.minecraft.world.World; public interface IPower 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; IShape shape = new Sphere(false, (float)halfDist + entity.width); for (int i = 0; i < count; i++) { Vec3d point = shape.computePoint(entity.getEntityWorld().rand); Particles.instance().spawnParticle(particleId, false, entity.posX + point.x, middle + point.y, entity.posZ + point.z, 0, 0, 0, args); } } @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 T tryActivate(IPlayer player); Class 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 */ void apply(IPlayer player, T data); /** * Called every tick until the warmup timer runs out. * @param player The current player */ void preApply(IPlayer player); /** * Called every tick until the cooldown timer runs out. * @param player The current player */ void postApply(IPlayer player); }