Hbm-s-Nuclear-Tech-GIT/src/main/java/com/hbm/handler/BulletConfiguration.java
2026-06-18 16:52:07 +02:00

159 lines
4.5 KiB
Java

package com.hbm.handler;
import java.util.List;
import com.hbm.entity.projectile.EntityBulletBaseNT;
import com.hbm.entity.projectile.EntityBulletBaseNT.*;
import com.hbm.inventory.RecipesCommon.ComparableStack;
import com.hbm.lib.ModDamageSource;
import com.hbm.main.MainRegistry;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.potion.PotionEffect;
import net.minecraft.util.DamageSource;
import net.minecraft.util.EntityDamageSourceIndirect;
@Deprecated
public class BulletConfiguration implements Cloneable {
//what item this specific configuration consumes
public ComparableStack ammo;
//how fast the bullet is (in sanics per second, or sps)
public float velocity;
//spread of bullets in gaussian range
public float spread;
//greatest amount of pellets created each shot
public int bulletsMin;
//least amount of pellets created each shot
public int bulletsMax;
//damage bounds
public float dmgMin;
public float dmgMax;
public float headshotMult = 1.0F;
//acceleration torwards neg Y
public double gravity;
//max age in ticks before despawning
public int maxAge;
//whether the projectile should be able to bounce off of blocks
public boolean doesRicochet;
//the maximum angle at which the projectile should bounce
public double ricochetAngle;
//lower bound ricochet chance (below R angle)
public int LBRC;
//higher bound ricochet chance (above R angle)
public int HBRC;
//how much of the initial velocity is kept after bouncing
public double bounceMod;
//how many ticks until the projectile can hurt the shooter
public int selfDamageDelay = 5;
//whether or not the bullet should penetrate mobs
public boolean doesPenetrate;
//whether or not the bullet should break glass
public boolean doesBreakGlass;
//bullet effects
public List<PotionEffect> effects;
public int incendiary;
public boolean blockDamage = true;
public float explosive;
public int leadChance;
public boolean destroysBlocks;
public IBulletImpactBehaviorNT bntImpact;
public IBulletUpdateBehaviorNT bntUpdate;
//appearance
public int style;
//additional appearance data, i.e. particle effects
public int trail;
//ricochet sound type
public int plink;
//vanilla particle FX
public String vPFX = "";
public String damageType = ModDamageSource.s_bullet;
public boolean dmgProj = true;
public boolean dmgFire = false;
public boolean dmgExplosion = false;
public boolean dmgBypass = false;
public static final int STYLE_NORMAL = 0;
public static final int STYLE_FLECHETTE = 2;
public static final int STYLE_BOLT = 4;
public static final int STYLE_ROCKET = 6;
public static final int STYLE_GRENADE = 10;
public static final int STYLE_ORB = 12;
public static final int STYLE_METEOR = 13;
public static final int STYLE_BLADE = 15;
public static final int PLINK_NONE = 0;
public static final int PLINK_BULLET = 1;
public static final int PLINK_GRENADE = 2;
public static final int PLINK_ENERGY = 3;
public static final int PLINK_SING = 4;
public static final int BOLT_LACUNAE = 0;
public static final int BOLT_NIGHTMARE = 1;
public static final int BOLT_LASER = 2;
public static final int BOLT_WORM = 4;
public BulletConfiguration setToBolt(int trail) {
this.style = STYLE_BOLT;
this.trail = trail;
return this;
}
public BulletConfiguration setToFire(int duration) {
this.incendiary = duration;
return this;
}
public BulletConfiguration setHeadshot(float mult) {
this.headshotMult = mult;
return this;
}
public BulletConfiguration accuracyMod(float mod) {
this.spread *= mod;
return this;
}
public DamageSource getDamage(EntityBulletBaseNT bullet, EntityLivingBase shooter) {
DamageSource dmg;
String unloc = damageType;
if(unloc.equals(ModDamageSource.s_zomg_prefix))
unloc += (bullet.worldObj.rand.nextInt(5) + 1); //pain
if(shooter != null)
dmg = new EntityDamageSourceIndirect(unloc, bullet, shooter);
else
dmg = new DamageSource(unloc);
if(this.dmgProj) dmg.setProjectile();
if(this.dmgFire) dmg.setFireDamage();
if(this.dmgExplosion) dmg.setExplosion();
if(this.dmgBypass) dmg.setDamageBypassesArmor();
return dmg;
}
@Override
public BulletConfiguration clone() {
try {
return (BulletConfiguration) super.clone();
} catch(CloneNotSupportedException e) {
MainRegistry.logger.catching(e);
return new BulletConfiguration();
}
}
}