Unicopia/src/main/java/com/minelittlepony/unicopia/ability/Ability.java
2021-08-20 22:22:28 +02:00

105 lines
2.9 KiB
Java

package com.minelittlepony.unicopia.ability;
import org.jetbrains.annotations.Nullable;
import com.minelittlepony.unicopia.Race;
import com.minelittlepony.unicopia.ability.data.Hit;
import com.minelittlepony.unicopia.entity.player.Pony;
import net.minecraft.text.Text;
import net.minecraft.text.TranslatableText;
import net.minecraft.util.Identifier;
import net.minecraft.world.World;
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);
/**
* Returns the number of ticks the player must hold the ability key to trigger this ability.
*/
int getWarmupTime(Pony player);
/**
* Returns the number of ticks allowed for cooldown
*/
int getCooldownTime(Pony 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, Pony 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(Pony player);
Hit.Serializer<T> getSerializer();
/**
* The icon representing this ability on the UI and HUD.
* @return
*/
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);
return new TranslatableText("ability." + id.getNamespace() + "." + id.getPath().replace('/', '.'));
}
/**
* 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;
}
/**
* 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(Pony player, T data);
/**
* Called every tick until the warmup timer runs out.
* @param player The current player
*/
void preApply(Pony player, AbilitySlot slot);
/**
* Called every tick until the cooldown timer runs out.
* @param player The current player
*/
void postApply(Pony player, AbilitySlot slot);
}