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https://github.com/Ellpeck/NaturesAura.git
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added explosion effect
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parent
7d4ae9cb6d
commit
6275a326de
6 changed files with 86 additions and 22 deletions
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@ -38,6 +38,8 @@ public final class ModConfig {
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public boolean grassDieEffect = true;
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@Comment("If the Aura Imbalance effect of plant growth being boosted if the Aura levels are high enough should occur")
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public boolean plantBoostEffect = true;
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@Comment("If the Aura Imbalance effect of explosions happening randomly if Aura levels are too low should occur")
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public boolean explosionEffect = true;
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}
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public static class Client {
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@ -9,5 +9,6 @@ public final class DrainSpotEffects {
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NaturesAuraAPI.DRAIN_SPOT_EFFECTS.put(PlantBoostEffect.NAME, PlantBoostEffect::new);
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NaturesAuraAPI.DRAIN_SPOT_EFFECTS.put(ReplenishingEffect.NAME, ReplenishingEffect::new);
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NaturesAuraAPI.DRAIN_SPOT_EFFECTS.put(BalanceEffect.NAME, BalanceEffect::new);
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NaturesAuraAPI.DRAIN_SPOT_EFFECTS.put(ExplosionEffect.NAME, ExplosionEffect::new);
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}
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}
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@ -0,0 +1,53 @@
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package de.ellpeck.naturesaura.chunk.effect;
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import de.ellpeck.naturesaura.ModConfig;
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import de.ellpeck.naturesaura.NaturesAura;
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import de.ellpeck.naturesaura.api.aura.chunk.IAuraChunk;
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import de.ellpeck.naturesaura.api.aura.chunk.IDrainSpotEffect;
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import de.ellpeck.naturesaura.api.aura.type.IAuraType;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.world.World;
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import net.minecraft.world.chunk.Chunk;
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import org.apache.commons.lang3.mutable.MutableInt;
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public class ExplosionEffect implements IDrainSpotEffect {
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public static final ResourceLocation NAME = new ResourceLocation(NaturesAura.MOD_ID, "explosions");
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@Override
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public void update(World world, Chunk chunk, IAuraChunk auraChunk, BlockPos pos, MutableInt spot) {
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if (spot.intValue() >= 0 || world.getTotalWorldTime() % 40 != 0)
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return;
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int aura = IAuraChunk.getAuraInArea(world, pos, 85);
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if (aura > -50000)
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return;
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int chance = 140 - Math.abs(aura) / 2000;
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if (chance > 1 && world.rand.nextInt(chance) != 0)
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return;
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float strength = Math.min(Math.abs(aura) / 50000F, 5F);
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if (strength <= 0)
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return;
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int dist = MathHelper.clamp(Math.abs(aura) / 2000, 25, 100);
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int x = MathHelper.floor(pos.getX() + world.rand.nextGaussian() * dist);
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int z = MathHelper.floor(pos.getZ() + world.rand.nextGaussian() * dist);
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BlockPos chosenPos = new BlockPos(x, world.getHeight(x, z), z);
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if (chosenPos.distanceSq(pos) <= dist * dist && world.isBlockLoaded(chosenPos)) {
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world.newExplosion(null,
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chosenPos.getX() + 0.5, chosenPos.getY() + 0.5, chosenPos.getZ() + 0.5,
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strength, false, true);
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}
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}
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@Override
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public boolean appliesHere(Chunk chunk, IAuraChunk auraChunk, IAuraType type) {
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return ModConfig.enabledFeatures.explosionEffect;
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}
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@Override
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public ResourceLocation getName() {
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return NAME;
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}
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}
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@ -29,7 +29,6 @@ public class GrassDieEffect implements IDrainSpotEffect {
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int amount = Math.min(300, Math.abs(aura) / 1000);
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if (amount > 1) {
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int dist = MathHelper.clamp(Math.abs(aura) / 750, 5, 45);
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if (dist > 0) {
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for (int i = amount / 2 + world.rand.nextInt(amount / 2); i >= 0; i--) {
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BlockPos grassPos = new BlockPos(
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pos.getX() + world.rand.nextGaussian() * dist,
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@ -56,7 +55,6 @@ public class GrassDieEffect implements IDrainSpotEffect {
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}
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}
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}
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}
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@Override
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public boolean appliesHere(Chunk chunk, IAuraChunk auraChunk, IAuraType type) {
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@ -34,8 +34,6 @@ public class PlantBoostEffect implements IDrainSpotEffect {
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if (amount <= 1)
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return;
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int dist = MathHelper.clamp(Math.abs(aura) / 1500, 5, 35);
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if (dist <= 0)
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return;
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for (int i = amount / 2 + world.rand.nextInt(amount / 2); i >= 0; i--) {
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int x = MathHelper.floor(pos.getX() + world.rand.nextGaussian() * dist);
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@ -0,0 +1,12 @@
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{
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"name": "Unstable Outbreak",
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"icon": "minecraft:tnt",
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"category": "effects",
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"advancement": "naturesaura:furnace_heater",
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"pages": [
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{
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"type": "text",
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"text": "When the $(aura) levels in the area are extremely low, to the point that $(item)Natural Decay$() has already done all of the work it can, but the levels are still not increased, nature itself loses stability to the point of $(item)Unstable Outbreak$(): $(thing)Explosions$() will start sporadically occuring in a large area on the surface, their severity and interval varying based on the severity of the imbalance."
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}
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]
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}
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