Mekanism-tilera-Edition/common/ic2/api/event/LaserEvent.java
2013-08-22 11:36:31 -04:00

114 lines
4.3 KiB
Java

package ic2.api.event;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.item.ItemStack;
import net.minecraft.world.World;
import net.minecraftforge.event.Cancelable;
import net.minecraftforge.event.world.WorldEvent;
/**
* A bunch of Events to handle the power of the Mining Laser.
*/
@Cancelable
public class LaserEvent extends WorldEvent {
// the Laser Entity
public final Entity lasershot;
// the following variables can be changed and the Laser will adjust to them
// the Player firing the Laser. If the Laser gets "reflected" the Player could change.
public EntityLivingBase owner;
// Range of the Laser Shot. Determine the amount of broken blocks, as well, as each broken block will subtract ~1F from range.
public float range, power;
public int blockBreaks;
// Determines whether the laser will explode upon hitting something
public boolean explosive, smelt;
public LaserEvent(World world, Entity lasershot, EntityLivingBase owner, float range, float power, int blockBreaks, boolean explosive, boolean smelt) {
super(world);
this.lasershot = lasershot;
this.owner = owner;
this.range = range;
this.power = power;
this.blockBreaks = blockBreaks;
this.explosive = explosive;
this.smelt = smelt;
}
/**
* Event when the Laser is getting shot by a Player.
*
* The Item is the Laser Gun which the "Player" has shot
*/
public static class LaserShootEvent extends LaserEvent {
ItemStack laseritem;
public LaserShootEvent(World world, Entity lasershot, EntityLivingBase owner, float range, float power, int blockBreaks, boolean explosive, boolean smelt, ItemStack laseritem) {
super(world, lasershot, owner, range, power, blockBreaks, explosive, smelt);
this.laseritem = laseritem;
}
}
/**
* Event when the Laser is exploding for some Reason.
*
* The Laser will no longer exist after this Event is posted as it either Explodes or despawns after the Event is fired.
*/
public static class LaserExplodesEvent extends LaserEvent {
// explosion strength, even that can be changed!
public float explosionpower, explosiondroprate, explosionentitydamage;
public LaserExplodesEvent(World world, Entity lasershot, EntityLivingBase owner, float range, float power, int blockBreaks, boolean explosive, boolean smelt, float explosionpower, float explosiondroprate, float explosionentitydamage) {
super(world, lasershot, owner, range, power, blockBreaks, explosive, smelt);
this.explosionpower = explosionpower;
this.explosiondroprate = explosiondroprate;
this.explosionentitydamage = explosionentitydamage;
}
}
/**
* Event when the Laser is hitting a Block
* x, y and z are the Coords of the Block.
*
* Canceling this Event stops the Laser from attempting to break the Block, what is very useful for Glass.
* Use lasershot.setDead() to remove the Shot entirely.
*/
public static class LaserHitsBlockEvent extends LaserEvent {
// targeted block, even that can be changed!
public int x, y, z;
public int side;
// removeBlock determines if the Block will be removed. dropBlock determines if the Block should drop something.
public boolean removeBlock, dropBlock;
public float dropChance;
public LaserHitsBlockEvent(World world, Entity lasershot, EntityLivingBase owner, float range, float power, int blockBreaks, boolean explosive, boolean smelt, int x, int y, int z, int side, float dropChance, boolean removeBlock, boolean dropBlock) {
super(world, lasershot, owner, range, power, blockBreaks, explosive, smelt);
this.x = x;
this.y = y;
this.z = z;
this.side = side;
this.removeBlock = removeBlock;
this.dropBlock = dropBlock;
this.dropChance = dropChance;
}
}
/**
* Event when the Laser is getting at a Living Entity
*
* Canceling this Event ignores the Entity
* Use lasershot.setDead() to remove the Shot entirely.
*/
public static class LaserHitsEntityEvent extends LaserEvent {
// the Entity which the Laser has shot at, even the target can be changed!
public Entity hitentity;
public LaserHitsEntityEvent(World world, Entity lasershot, EntityLivingBase owner, float range, float power, int blockBreaks, boolean explosive, boolean smelt, Entity hitentity) {
super(world, lasershot, owner, range, power, blockBreaks, explosive, smelt);
this.hitentity = hitentity;
}
}
}