159 lines
4.7 KiB
Java

package com.hbm.items.gear;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map.Entry;
import org.lwjgl.opengl.GL11;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.resources.I18n;
import net.minecraft.entity.Entity;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;
import net.minecraft.potion.Potion;
import net.minecraft.potion.PotionEffect;
import net.minecraft.util.EnumChatFormatting;
import net.minecraft.util.ResourceLocation;
//Armor with full set bonus
public class ArmorFSB extends ItemArmor {
private String texture = "";
private ResourceLocation overlay = null;
public List<PotionEffect> effects = new ArrayList();
public HashMap<String, Float> resistance = new HashMap();
public float blastProtection = -1;
public float damageCap = -1;
public float damageMod = -1;
public boolean fireproof = false;
public boolean noHelmet = false;
public ArmorFSB(ArmorMaterial material, int layer, int slot, String texture) {
super(material, layer, slot);
this.texture = texture;
}
public ArmorFSB addEffect(PotionEffect effect) {
effects.add(effect);
return this;
}
public ArmorFSB addResistance(String damage, float mod) {
resistance.put(damage, mod);
return this;
}
public ArmorFSB setCap(float cap) {
this.damageCap = cap;
return this;
}
public ArmorFSB setMod(float mod) {
this.damageMod = mod;
return this;
}
public ArmorFSB setFireproof(boolean fire) {
this.fireproof = fire;
return this;
}
public ArmorFSB setNoHelmet(boolean noHelmet) {
this.noHelmet = noHelmet;
return this;
}
public ArmorFSB setOverlay(String path) {
this.overlay = new ResourceLocation(path);
return this;
}
public ArmorFSB cloneStats(ArmorFSB original) {
//lists aren't being modified after instantiation, so there's no need to dereference
this.effects = original.effects;
this.resistance = original.resistance;
this.damageCap = original.damageCap;
this.damageMod = original.damageMod;
this.fireproof = original.fireproof;
this.noHelmet = original.noHelmet;
//overlay doesn't need to be copied because it's helmet exclusive
return this;
}
@Override
public String getArmorTexture(ItemStack stack, Entity entity, int slot, String layer) {
return texture;
}
@SideOnly(Side.CLIENT)
public void addInformation(ItemStack stack, EntityPlayer player, List list, boolean bool) {
list.add(EnumChatFormatting.GOLD + "Full set bonus:");
if(!effects.isEmpty()) {
for(PotionEffect effect : effects) {
list.add(" " + I18n.format(Potion.potionTypes[effect.getPotionID()].getName()));
}
}
if(!resistance.isEmpty()) {
for(Entry<String, Float> struct : resistance.entrySet()) {
list.add(" Damage modifier of " + struct.getValue() + " against " + I18n.format(struct.getKey()));
}
}
if(blastProtection != -1) {
list.add(" Damage modifier of " + blastProtection + " against explosions");
}
if(damageCap != -1) {
list.add(" Hard damage cap of " + damageCap);
}
if(damageMod != -1) {
list.add(" General damage modifier of " + damageMod);
}
if(fireproof) {
list.add(" Fireproof");
}
}
@SideOnly(Side.CLIENT)
public void renderHelmetOverlay(ItemStack stack, EntityPlayer player, ScaledResolution resolution, float partialTicks, boolean hasScreen, int mouseX, int mouseY){
if(overlay == null)
return;
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDepthMask(false);
OpenGlHelper.glBlendFunc(770, 771, 1, 0);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
GL11.glDisable(GL11.GL_ALPHA_TEST);
Minecraft.getMinecraft().getTextureManager().bindTexture(overlay);
Tessellator tessellator = Tessellator.instance;
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(0.0D, (double)resolution.getScaledHeight(), -90.0D, 0.0D, 1.0D);
tessellator.addVertexWithUV((double)resolution.getScaledWidth(), (double)resolution.getScaledHeight(), -90.0D, 1.0D, 1.0D);
tessellator.addVertexWithUV((double)resolution.getScaledWidth(), 0.0D, -90.0D, 1.0D, 0.0D);
tessellator.addVertexWithUV(0.0D, 0.0D, -90.0D, 0.0D, 0.0D);
tessellator.draw();
GL11.glDepthMask(true);
GL11.glEnable(GL11.GL_DEPTH_TEST);
GL11.glEnable(GL11.GL_ALPHA_TEST);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
}
}