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HealthRegenEvent.java
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HealthRegenEvent.java
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package squeek.applecore.api.hunger;
import squeek.applecore.api.AppleCoreAPI;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.util.FoodStats;
import net.minecraftforge.common.MinecraftForge;
import cpw.mods.fml.common.eventhandler.Cancelable;
import cpw.mods.fml.common.eventhandler.Event;
import static cpw.mods.fml.common.eventhandler.Event.Result;
import static cpw.mods.fml.common.eventhandler.Event.HasResult;
/**
* Base class for all HealthRegenEvent events.<br>
* <br>
* All children of this event are fired on the {@link MinecraftForge#EVENT_BUS}.
*/
public abstract class HealthRegenEvent extends Event
{
public final EntityPlayer player;
public HealthRegenEvent(EntityPlayer player)
{
this.player = player;
}
/**
* Fired each FoodStats update to determine whether or not health regen from food is allowed for the {@link #player}.
*
* This event is fired in {@link FoodStats#onUpdate}.<br>
* <br>
* This event is not {@link Cancelable}.<br>
* <br>
* This event uses the {@link Result}. {@link HasResult}<br>
* {@link Result#DEFAULT} will use the vanilla conditionals.<br>
* {@link Result#ALLOW} will allow regen without condition.<br>
* {@link Result#DENY} will deny regen without condition.<br>
*/
@HasResult
public static class AllowRegen extends HealthRegenEvent
{
public AllowRegen(EntityPlayer player)
{
super(player);
}
}
/**
* Fired every time the regen tick period is retrieved to allow control over its value.
*
* This event is fired in {@link FoodStats#onUpdate} and in {@link AppleCoreAPI}.<br>
* <br>
* {@link #regenTickPeriod} contains the number of ticks between each regen.<br>
* <br>
* This event is not {@link Cancelable}.<br>
* <br>
* This event does not have a {@link Result}. {@link HasResult}<br>
*/
public static class GetRegenTickPeriod extends HealthRegenEvent
{
public int regenTickPeriod = 80;
public GetRegenTickPeriod(EntityPlayer player)
{
super(player);
}
}
/**
* Fired once the ticks since last regen reaches regenTickPeriod (see {@link GetRegenTickPeriod}),
* in order to control how regen affects health/exhaustion.
*
* This event is fired in {@link FoodStats#onUpdate}.<br>
* <br>
* {@link #deltaHealth} contains the delta to be applied to health.<br>
* {@link #deltaExhaustion} contains the delta to be applied to exhaustion level.<br>
* <br>
* This event is {@link Cancelable}.<br>
* If this event is canceled, it will skip applying the delta values to health and exhaustion.<br>
* <br>
* This event does not have a {@link Result}. {@link HasResult}<br>
*/
@Cancelable
public static class Regen extends HealthRegenEvent
{
public float deltaHealth = 1f;
public float deltaExhaustion = 3f;
public Regen(EntityPlayer player)
{
super(player);
}
}
/**
* Fired every second for each player while in Peaceful difficulty,
* in order to control how much health to passively regenerate.
*
* This event is fired in {@link EntityPlayer#onLivingUpdate}.<br>
* <br>
* This event is never fired if the game rule "naturalRegeneration" is false.<br>
* <br>
* {@link #deltaHealth} contains the delta to be applied to health.<br>
* <br>
* This event is {@link Cancelable}.<br>
* If this event is canceled, it will skip healing the player.<br>
* <br>
* This event does not have a {@link Result}. {@link HasResult}<br>
*/
@Cancelable
public static class PeacefulRegen extends HealthRegenEvent
{
public float deltaHealth = 1f;
public PeacefulRegen(EntityPlayer player)
{
super(player);
}
}
}