tcr/java/src/common/enchantment/EnchantmentThorns.java
2025-05-07 18:19:24 +02:00

88 lines
2.5 KiB
Java
Executable file

package common.enchantment;
import common.entity.DamageSource;
import common.entity.Entity;
import common.entity.types.EntityLiving;
import common.init.Config;
import common.item.ItemArmor;
import common.item.ItemStack;
import common.rng.Random;
public class EnchantmentThorns extends Enchantment
{
public EnchantmentThorns(int p_i45764_1_, String p_i45764_2_, int p_i45764_3_)
{
super(p_i45764_1_, p_i45764_2_, p_i45764_3_, EnumEnchantmentType.ARMOR_TORSO);
this.setName("Dornen");
}
/**
* Returns the minimal value of enchantability needed on the enchantment level passed.
*/
public int getMinEnchantability(int enchantmentLevel)
{
return 10 + 20 * (enchantmentLevel - 1);
}
/**
* Returns the maximum value of enchantability nedded on the enchantment level passed.
*/
public int getMaxEnchantability(int enchantmentLevel)
{
return super.getMinEnchantability(enchantmentLevel) + 50;
}
/**
* Returns the maximum level that the enchantment can have.
*/
public int getMaxLevel()
{
return 3;
}
/**
* Determines if this enchantment can be applied to a specific ItemStack.
*/
public boolean canApply(ItemStack stack)
{
return stack.getItem() instanceof ItemArmor ? true : super.canApply(stack);
}
/**
* Whenever an entity that has this enchantment on one of its associated items is damaged this method will be
* called.
*/
public void onUserHurt(EntityLiving user, Entity attacker, int level)
{
Random random = user.getRNG();
ItemStack itemstack = EnchantmentHelper.getEnchantedItem(Enchantment.thorns, user);
if ((user.worldObj.client || Config.damageThorns) && isHurting(level, random))
{
if (attacker != null)
{
attacker.attackEntityFrom(DamageSource.causeThornsDamage(user), getDamage(level, random));
// attacker.playSound("damage.thorns", 0.5F, 1.0F);
}
if (itemstack != null)
{
itemstack.damageItem(3, user);
}
}
else if (itemstack != null)
{
itemstack.damageItem(1, user);
}
}
public static boolean isHurting(int level, Random rand)
{
return level <= 0 ? false : rand.floatv() < 0.15F * (float)level;
}
public static int getDamage(int level, Random rand)
{
return level > 10 ? level - 10 : rand.roll(4);
}
}