package com.hbm.handler.guncfg; import java.util.Optional; import com.hbm.calc.EasyLocation; import com.hbm.handler.BulletConfiguration; import com.hbm.handler.GunConfiguration; import com.hbm.inventory.RecipesCommon.ComparableStack; import com.hbm.items.ModItems; import com.hbm.lib.HbmCollection; import com.hbm.lib.HbmCollection.EnumGunManufacturer; import com.hbm.particle.SpentCasingConfig; import com.hbm.particle.SpentCasingConfig.CasingType; import com.hbm.particle.SpentCasingConfigBuilder; import com.hbm.potion.HbmPotion; import com.hbm.render.anim.BusAnimation; import com.hbm.render.anim.BusAnimationKeyframe; import com.hbm.render.anim.BusAnimationSequence; import com.hbm.render.anim.HbmAnimations.AnimType; import com.hbm.render.util.RenderScreenOverlay.Crosshair; import net.minecraft.entity.EntityLivingBase; import net.minecraft.potion.PotionEffect; import net.minecraft.util.Vec3; public class Gun12GaugeFactory { static final SpentCasingConfig CASING_SPAS, CASING_SPAS_ALT, CASING_BENELLI, CASING_UBOINIK, CASING_SSG; static { final SpentCasingConfigBuilder CASING_12G_BUILDER = new SpentCasingConfigBuilder("", CasingType.SHOTGUN, false) .setScaleX(1.5f).setScaleY(1.5f).setScaleZ(1.5f); CASING_SPAS = CASING_12G_BUILDER.setRegistryName("spas12").setInitialMotion(Vec3.createVectorHelper(-0.4, 0.1, 0)) .setPosOffset(new EasyLocation(-0.35, 0, 0.5)).setPitchFactor(0.03f).setYawFactor(0.01f) .setSmokeChance(0).setDelay(10) .build(); CASING_SPAS_ALT = CASING_12G_BUILDER.setRegistryName("spas12alt").setCasingAmount(2) .build(); CASING_BENELLI = CASING_12G_BUILDER.setRegistryName("benelli").setCasingAmount(1).setDelay(0) .setInitialMotion(Vec3.createVectorHelper(-0.3, 1, 0)) .build(); CASING_UBOINIK = CASING_12G_BUILDER.setRegistryName("uboinik").setOverrideColor(true) .setBlueOverride(255).setPosOffset(new EasyLocation(-0.35, -0.3, 0.5)) .build(); CASING_SSG = CASING_12G_BUILDER.setRegistryName("ssg").setBlueOverride(0).setRedOverride(255).setCasingAmount(2) .setPosOffset(new EasyLocation(0.8, 0, 0)).setInitialMotion(Vec3.createVectorHelper(0.2, 0, -0.2)) .setPitchFactor(0.05f).setYawFactor(0.02f) .build(); } public static GunConfiguration getSpas12Config() { GunConfiguration config = new GunConfiguration(); config.rateOfFire = 25; config.roundsPerCycle = 1; config.gunMode = GunConfiguration.MODE_NORMAL; config.firingMode = GunConfiguration.FIRE_MANUAL; config.reloadDuration = 10; config.firingDuration = 5; config.ammoCap = 8; config.durability = 2500; config.reloadType = GunConfiguration.RELOAD_SINGLE; config.allowsInfinity = true; config.crosshair = Crosshair.CIRCLE; config.reloadSound = GunConfiguration.RSOUND_SHOTGUN; config.firingSound = "hbm:weapon.shotgunPump"; config.name = "spas12"; config.manufacturer = EnumGunManufacturer.BLACK_MESA; config.comment.add("\"Here, I have a more suitable gun for you. You'll need it - Catch!\""); config.comment.add("Alt-fire with Mouse 2 (Right-click) to fire 2 shells at once"); config.config = HbmCollection.twelveGauge; config.animations.put(AnimType.CYCLE, new BusAnimation() .addBus("SPAS_RECOIL_TRANSLATE", new BusAnimationSequence() .addKeyframe(new BusAnimationKeyframe(0, 0, -2, 100)) .addKeyframe(new BusAnimationKeyframe(0, 0, 0, 200)) ) .addBus("SPAS_RECOIL_ROT", new BusAnimationSequence() .addKeyframe(new BusAnimationKeyframe(-1, 0, 1, 100)) .addKeyframe(new BusAnimationKeyframe(0, 0, 0, 200)) ) .addBus("SPAS_PUMP", new BusAnimationSequence() .addKeyframe(new BusAnimationKeyframe(0, 0, 0, 450)) .addKeyframe(new BusAnimationKeyframe(0, 0, -1.8, 200)) .addKeyframe(new BusAnimationKeyframe(0, 0, 0, 200)) ) ); config.casingConfig = Optional.of(CASING_SPAS); return config; } public static GunConfiguration getSpas12AltConfig() { GunConfiguration config = new GunConfiguration(); config.rateOfFire = 35; config.roundsPerCycle = 2; config.gunMode = GunConfiguration.MODE_NORMAL; config.firingMode = GunConfiguration.FIRE_MANUAL; config.firingDuration = 10; config.ammoCap = 8; config.reloadSound = GunConfiguration.RSOUND_SHOTGUN; config.firingSound = "hbm:weapon.shotgunPump"; config.reloadType = GunConfiguration.RELOAD_SINGLE; config.config = HbmCollection.twelveGauge; config.casingConfig = Optional.of(CASING_SPAS_ALT); return config; } public static GunConfiguration getUboinikConfig() { GunConfiguration config = new GunConfiguration(); config.rateOfFire = 8; config.roundsPerCycle = 1; config.gunMode = GunConfiguration.MODE_NORMAL; config.firingMode = GunConfiguration.FIRE_MANUAL; config.reloadDuration = 10; config.firingDuration = 0; config.ammoCap = 6; config.durability = 1500; config.reloadType = GunConfiguration.RELOAD_SINGLE; config.allowsInfinity = true; config.crosshair = Crosshair.L_CIRCLE; config.reloadSound = GunConfiguration.RSOUND_REVOLVER; config.firingSound = "hbm:weapon.shotgunShoot"; config.name = "uboinik"; config.manufacturer = EnumGunManufacturer.METRO; config.config = HbmCollection.twelveGauge; config.casingConfig = Optional.of(CASING_UBOINIK); return config; } public static GunConfiguration getShottyConfig() { GunConfiguration config = new GunConfiguration(); config.rateOfFire = 20; config.roundsPerCycle = 2; config.gunMode = GunConfiguration.MODE_NORMAL; config.firingMode = GunConfiguration.FIRE_MANUAL; config.reloadDuration = 10; config.firingDuration = 0; config.ammoCap = 0; config.durability = 3000; config.reloadType = GunConfiguration.RELOAD_NONE; config.allowsInfinity = true; config.hasSights = true; config.crosshair = Crosshair.L_CIRCLE; config.reloadSound = GunConfiguration.RSOUND_REVOLVER; config.firingSound = "hbm:weapon.shottyShoot"; config.animations.put(AnimType.CYCLE, new BusAnimation() .addBus("SHOTTY_RECOIL", new BusAnimationSequence() .addKeyframe(new BusAnimationKeyframe(0.5, 0, 0, 50)) .addKeyframe(new BusAnimationKeyframe(0, 0, 0, 50)) ) .addBus("SHOTTY_BREAK", new BusAnimationSequence() .addKeyframe(new BusAnimationKeyframe(0, 0, 0, 100)) //do nothing for 100ms .addKeyframe(new BusAnimationKeyframe(0, 0, 60, 200)) //open .addKeyframe(new BusAnimationKeyframe(0, 0, 60, 500)) //do nothing for 500ms .addKeyframe(new BusAnimationKeyframe(0, 0, 0, 200)) //close ) .addBus("SHOTTY_EJECT", new BusAnimationSequence() .addKeyframe(new BusAnimationKeyframe(0, 0, 0, 300)) //do nothing for 300ms .addKeyframe(new BusAnimationKeyframe(1, 0, 0, 700)) //fling! ) .addBus("SHOTTY_INSERT", new BusAnimationSequence() .addKeyframe(new BusAnimationKeyframe(0, 0, 0, 300)) //do nothing for 300ms .addKeyframe(new BusAnimationKeyframe(1, 0, 1, 0)) //reposition .addKeyframe(new BusAnimationKeyframe(1, 0, 0, 350)) //come in from the side .addKeyframe(new BusAnimationKeyframe(0, 0, 0, 150)) //push ) ); config.name = "supershotty"; config.manufacturer = EnumGunManufacturer.UAC; config.comment.add("God-damned ARCH-VILES!"); config.config = HbmCollection.twelveGauge; config.casingConfig = Optional.of(CASING_SSG); return config; } public static GunConfiguration getBenelliConfig() { final GunConfiguration config = getUboinikConfig().clone(); config.gunMode = 0; config.firingMode = 1; config.rateOfFire = 5; config.ammoCap = 8; config.reloadDuration = 8; config.crosshair = Crosshair.CIRCLE; config.hasSights = true; config.durability = 250000; config.allowsInfinity = true; config.firingSound = "hbm:weapon.autoshotgunFirePB3"; config.reloadSound = "hbm:weapon.shotgunReloadPB3"; config.reloadType = 2; config.reloadSoundEnd = true; config.animations.put(AnimType.CYCLE, new BusAnimation() .addBus("RECOIL", new BusAnimationSequence() .addKeyframe(new BusAnimationKeyframe(6.25, 0.25, 2.5, 55)) .addKeyframe(new BusAnimationKeyframe(0, 0, 0, 55)) ) .addBus("EJECT", new BusAnimationSequence() .addKeyframe(new BusAnimationKeyframe(0, 0, 0, 25)) .addKeyframe(new BusAnimationKeyframe(25, 0, 0, 100)) ) ); config.animations.put(AnimType.RELOAD, new BusAnimation() .addBus("RELOAD", new BusAnimationSequence() .addKeyframe(new BusAnimationKeyframe(60, 0, -10, 400)) .addKeyframe(new BusAnimationKeyframe(60, 125, -10, 200)) .addKeyframe(new BusAnimationKeyframe(60, 125, -10, 300)) .addKeyframe(new BusAnimationKeyframe(0, 0, 0, 300)) ) .addBus("PUMP", new BusAnimationSequence() .addKeyframe(new BusAnimationKeyframe(0, 0, 0, 900)) .addKeyframe(new BusAnimationKeyframe(10, 0, 0, 200)) .addKeyframe(new BusAnimationKeyframe()) ) ); config.name = "benelli"; config.manufacturer = EnumGunManufacturer.BENELLI; config.comment.add("Eat your heart out SPAS-12"); config.config = HbmCollection.twelveGauge; config.advLore.add("The Benelli M4 is a semi-automatic shotgun produced by Italian firearm manufacturer Benelli"); config.advLore.add("Armi SpA, and the last of the \"Benelli Super 90\" series of semi-automatic shotguns. The M4"); config.advLore.add("uses a proprietary action design called the \"auto-regulating gas-operated\" (ARGO) system,"); config.advLore.add("which was created specifically for the weapon. The weapon was designed in 1998, and was adopted"); config.advLore.add("by the armed forces of Italy, the United States, United Kingdom, among others, and has been used"); config.advLore.add("in a variety of conflicts, leading up to the present day."); config.advFuncLore.add("The M4 was the first gas-operated shotgun produced by Benelli. Its function is designed around an"); config.advFuncLore.add("entirely new design called the \"auto-regulating gas-operated\" (ARGO) system. The short-stroke design"); config.advFuncLore.add("uses two self-cleaning stainless steel pistons located just ahead of the chamber to function opposite"); config.advFuncLore.add("a rotating bolt, thereby eliminating the need for the complex mechanisms found on other gas-actuated"); config.advFuncLore.add("automatics. The ARGO incorporates only four parts: two symmetrical fore-end shrouds containing two small"); config.advFuncLore.add("steel pistons that push directly against the bolt."); config.advFuncLore.add("Additionally, the weapon is self-regulating for use with shotshells of varying lengths and power levels."); config.advFuncLore.add("It can fire 2.75 in (70 mm) and 3 in (76 mm) shells of differing propellant loads without any operator"); config.advFuncLore.add("adjustments and in any combination. Low-power rounds, such as less-lethal baton rounds, must be cycled"); config.advFuncLore.add("manually. The sights are military-style ghost ring and are adjustable in the field using only the rim"); config.advFuncLore.add("of a shell. The MIL-STD-1913 Picatinny rail on top of the receiver allows use of both conventional optical"); config.advFuncLore.add("sights and night-vision devices, while retaining use of the original iron sights."); config.advFuncLore.add("The modular basis of the shotgun means many of its features can be reconfigured as needed. It allows a"); config.advFuncLore.add("user to quickly exchange the various assembly groups (barrel, buttstock, forend, etc.) without the use"); config.advFuncLore.add("of additional tools."); config.casingConfig = Optional.of(CASING_BENELLI); return config; } public static GunConfiguration getBenelliModConfig() { final GunConfiguration config = getBenelliConfig(); config.reloadType = 1; config.ammoCap = 24; config.reloadDuration = 20; config.reloadSound = "hbm:weapon.shotgunDrumPB3"; config.reloadSoundEnd = true; config.name += "Drum"; return config; } public static BulletConfiguration get12GaugeConfig() { BulletConfiguration bullet = BulletConfigFactory.standardBuckshotConfig(); bullet.ammo = new ComparableStack(ModItems.ammo_12gauge, 1, 0); bullet.dmgMin = 5; bullet.dmgMax = 7; bullet.penetration = 17; return bullet; } public static BulletConfiguration get12GaugeFireConfig() { BulletConfiguration bullet = get12GaugeConfig(); bullet.ammo = new ComparableStack(ModItems.ammo_12gauge, 1, 1); bullet.wear = 15; bullet.dmgMin = 5; bullet.dmgMax = 7; bullet.incendiary = 5; return bullet; } public static BulletConfiguration get12GaugeShrapnelConfig() { BulletConfiguration bullet = get12GaugeConfig(); bullet.ammo = new ComparableStack(ModItems.ammo_12gauge, 1, 2); bullet.wear = 15; bullet.dmgMin = 10; bullet.dmgMax = 17; bullet.penetration = 20; bullet.ricochetAngle = 15; bullet.HBRC = 80; bullet.LBRC = 95; return bullet; } public static BulletConfiguration get12GaugeDUConfig() { BulletConfiguration bullet = BulletConfigFactory.standardBuckshotConfig(); bullet.ammo = new ComparableStack(ModItems.ammo_12gauge, 1, 3); bullet.wear = 20; bullet.dmgMin = 18; bullet.dmgMax = 22; bullet.penetration = 30; bullet.doesPenetrate = true; bullet.leadChance = 50; return bullet; } public static BulletConfiguration get12GaugeAMConfig() { BulletConfiguration bullet = BulletConfigFactory.standardBuckshotConfig(); bullet.ammo = new ComparableStack(ModItems.ammo_12gauge, 1, 4); bullet.wear = 20; bullet.dmgMin = 100; bullet.dmgMax = 500; bullet.penetration = Integer.MAX_VALUE; bullet.leadChance = 50; bullet.bHurt = (projectile, hit) -> { if(hit instanceof EntityLivingBase) ((EntityLivingBase)hit).addPotionEffect(new PotionEffect(HbmPotion.bang.id, 20, 0)); }; return bullet; } public static BulletConfiguration get12GaugeSleekConfig() { BulletConfiguration bullet = BulletConfigFactory.standardAirstrikeConfig(); bullet.ammo = new ComparableStack(ModItems.ammo_12gauge, 1, 5); return bullet; } }