/
ElementifyLivingHurtEvent.java
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/
ElementifyLivingHurtEvent.java
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package Tavi007.ElementalCombat.events;
import java.awt.Color;
import java.util.HashMap;
import java.util.Map;
import java.util.Set;
import java.util.Random;
import Tavi007.ElementalCombat.ElementalCombat;
import Tavi007.ElementalCombat.ElementalCombatAPI;
import Tavi007.ElementalCombat.capabilities.attack.ElementalAttack;
import Tavi007.ElementalCombat.capabilities.defense.ElementalDefense;
import Tavi007.ElementalCombat.particle.AbsorbParticleData;
import Tavi007.ElementalCombat.particle.ImmunityParticleData;
import Tavi007.ElementalCombat.particle.ResistanceParticleData;
import Tavi007.ElementalCombat.particle.WeaknessParticleData;
import net.minecraft.entity.Entity;
import net.minecraft.entity.LivingEntity;
import net.minecraft.entity.projectile.DamagingProjectileEntity;
import net.minecraft.util.DamageSource;
import net.minecraft.util.math.Vec3d;
import net.minecraft.world.server.ServerWorld;
import net.minecraftforge.event.entity.living.LivingHurtEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.common.Mod.EventBusSubscriber.Bus;
@Mod.EventBusSubscriber(modid = ElementalCombat.MOD_ID, bus = Bus.FORGE)
public class ElementifyLivingHurtEvent
{
@SubscribeEvent
public static void elementifyLivingHurtEvent(LivingHurtEvent event)
{
DamageSource damageSource = event.getSource();
LivingEntity target = event.getEntityLiving();
// Get elemental data from attack
// check if source is an entity
Map<String,Integer> sourceElemAtck = new HashMap<String,Integer>();
Entity source = damageSource.getImmediateSource();
if(source!=null) {
// damage source should be either a mob, player or projectile (arrow/trident/witherskull)
ElementalAttack elemAtckCap = new ElementalAttack();
if(source instanceof LivingEntity){
LivingEntity livingEntitySource = (LivingEntity) source;
if(livingEntitySource.getHeldItemMainhand().isEmpty()){
//use data from livingEntity
elemAtckCap = ElementalCombatAPI.getElementalAttackData(livingEntitySource);
}
else{
//use data from item
elemAtckCap = ElementalCombatAPI.getElementalAttackData(livingEntitySource.getHeldItemMainhand());
}
}
// else if (source instanceof DamagingProjectileEntity){
// //projectile
// elemAtckCap = ElementalCombatAPI.getElementalAttackData((DamagingProjectileEntity) source);
// }
else {
ElementalCombat.LOGGER.info("Uknown damageSource case. How did you land here?");
}
sourceElemAtck = elemAtckCap.getElementalAttack();
}
else{
// fill List, if Source is not an entity, but a 'natural occurrence'.
if(damageSource.isFireDamage()){
sourceElemAtck.put("fire",1);
}
else if(damageSource == DamageSource.DROWN){
sourceElemAtck.put("water",1);
}
else if(damageSource == DamageSource.WITHER){
sourceElemAtck.put("unholy",1);
}
else if(damageSource == DamageSource.MAGIC){
sourceElemAtck.put("magic",1);
}
else if(damageSource == DamageSource.IN_WALL){
sourceElemAtck.put("earth",1);
}
else if(damageSource == DamageSource.CACTUS ||
damageSource == DamageSource.SWEET_BERRY_BUSH){
sourceElemAtck.put("plant",1);
}
else if(damageSource == DamageSource.LIGHTNING_BOLT){
sourceElemAtck.put("thunder",1);
}
else if(damageSource == DamageSource.OUT_OF_WORLD) {
// no modification. Entity should take normal damage and die eventually.
return;
}
}
// if attack has no elemental properties, it is of type 'natural'
// this can make mobs immune etc. to non-elemental attacks
// this check might me redundant, but is left here just to be sure.
if( sourceElemAtck.isEmpty()){
sourceElemAtck.put("natural", 1);
}
// Get the elemental combat data from target
ElementalDefense elemDefCap = ElementalCombatAPI.getElementalDefenseData(target);
Set<String> targetElemAbsorbtion = elemDefCap.getElementalAbsorption();
Set<String> targetElemImmunity = elemDefCap.getElementalImmunity();
HashMap<String, Integer> targetElemResistance = elemDefCap.getElementalResistance();
HashMap<String, Integer> targetElemWeakness = elemDefCap.getElementalWeakness();
// compute new Damage value and display particle effects
float damageAmount = event.getAmount();
float newDamageAmount = 0.0f;
float valueSum = 0.0f;
Vec3d eyePos = target.getEyePosition(0);
final double POSITION_WOBBLE_AMOUNT = 0.01;
Random rand = new Random();
double xpos = eyePos.x + POSITION_WOBBLE_AMOUNT * (rand.nextDouble() - 0.5);
double ypos = eyePos.y + POSITION_WOBBLE_AMOUNT * (rand.nextDouble() - 0.5);
double zpos = eyePos.z + POSITION_WOBBLE_AMOUNT * (rand.nextDouble() - 0.5);
double xoff = 0.0;
double yoff = 0.0;
double zoff = 0.0;
double speed = 0.05;
Color tint = new Color(1.0f, 1.0f, 1.0f);
double diameter = 0.25;
Set<String> keySet = sourceElemAtck.keySet();
for(String key : keySet)
{
Integer value = sourceElemAtck.get(key);
valueSum += value;
if (targetElemAbsorbtion.contains(key)){ //highest priority
newDamageAmount -= damageAmount*value;
AbsorbParticleData data = new AbsorbParticleData(tint, diameter);
((ServerWorld) target.getEntityWorld()).spawnParticle(data, xpos, ypos, zpos, 1, xoff, yoff, zoff, speed);
}
else if (targetElemImmunity.contains(key)){ // second highest priority
ImmunityParticleData data = new ImmunityParticleData(tint, diameter);
((ServerWorld) target.getEntityWorld()).spawnParticle(data, xpos, ypos, zpos, 1, xoff, yoff, zoff, speed);
}
else if (targetElemResistance.containsKey(key)){ // third
newDamageAmount += damageAmount*value/(targetElemResistance.get(key)+1);
ResistanceParticleData data = new ResistanceParticleData(tint, diameter);
((ServerWorld) target.getEntityWorld()).spawnParticle(data, xpos, ypos, zpos, 1, xoff, yoff, zoff, speed);
}
else if (targetElemWeakness.containsKey(key)){ // last
newDamageAmount += damageAmount*value*(targetElemWeakness.get(key)+1);
WeaknessParticleData data = new WeaknessParticleData(tint, diameter);
((ServerWorld) target.getEntityWorld()).spawnParticle(data, xpos, ypos, zpos, 1, xoff, yoff, zoff, speed);
}
else{
newDamageAmount += damageAmount*value;
}
}
if(valueSum == 0) {
// Something has gone wrong, as this can only happen for incorrect data.
// Datapacks should be error proof. Someone probably messed up in his mod and used the API incorrectly.
ElementalCombat.LOGGER.info("Elemental valueSum should never be 0. Use default damage instead.");
return;
}
newDamageAmount = newDamageAmount/valueSum;
// prints for testing
boolean doPrint = true;
if (doPrint)
{
System.out.println("\n" +
"Target: " + target.getDisplayName().getString() + "\n" +
"Absorb: " + targetElemAbsorbtion + "\n" +
"Immunity: " + targetElemImmunity + "\n" +
"Resistance: " + targetElemResistance + "\n" +
"Weakness: " + targetElemWeakness + "\n" +
"DamageType: " + sourceElemAtck + "\n" +
"old value: " + damageAmount + "\n" +
"new value: " + newDamageAmount);
}
// stop the 'hurt'-animation from firing, if no damage is dealt.
// not tested yet.
if(newDamageAmount <= 0)
{
target.heal(-newDamageAmount);
event.setCanceled(true);
}
}
}