Package org.spout.vanilla.material.item.armor

Source Code of org.spout.vanilla.material.item.armor.Armor

/*
* This file is part of Vanilla.
*
* Copyright (c) 2011 Spout LLC <http://www.spout.org/>
* Vanilla is licensed under the Spout License Version 1.
*
* Vanilla is free software: you can redistribute it and/or modify it under
* the terms of the GNU Lesser General Public License as published by the Free
* Software Foundation, either version 3 of the License, or (at your option)
* any later version.
*
* In addition, 180 days after any changes are published, you can use the
* software, incorporating those changes, under the terms of the MIT license,
* as described in the Spout License Version 1.
*
* Vanilla is distributed in the hope that it will be useful, but WITHOUT ANY
* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
* FOR A PARTICULAR PURPOSE.  See the GNU Lesser General Public License for
* more details.
*
* You should have received a copy of the GNU Lesser General Public License,
* the MIT license and the Spout License Version 1 along with this program.
* If not, see <http://www.gnu.org/licenses/> for the GNU Lesser General Public
* License and see <http://spout.in/licensev1> for the full license, including
* the MIT license.
*/
package org.spout.vanilla.material.item.armor;

import org.spout.api.entity.Entity;
import org.spout.api.event.player.Action;
import org.spout.api.geo.cuboid.Block;
import org.spout.api.inventory.ItemStack;
import org.spout.api.material.block.BlockFace;

import org.spout.math.vector.Vector2f;
import org.spout.vanilla.component.entity.inventory.PlayerInventory;
import org.spout.vanilla.event.cause.DamageCause;
import org.spout.vanilla.event.cause.DamageCause.DamageType;
import org.spout.vanilla.material.enchantment.Enchantment;
import org.spout.vanilla.material.enchantment.VanillaEnchantments;
import org.spout.vanilla.material.item.VanillaItemMaterial;

public abstract class Armor extends VanillaItemMaterial {
  private int protection;
  private short durability;

  protected Armor(String name, int id, short durability, Vector2f pos) {
    super(name, id, pos);
    this.durability = durability;
    this.setMaxStackSize(1);
  }

  public short getMaxDurability() {
    return durability;
  }

  public void setMaxDurability(short durability) {
    this.durability = durability;
  }

  public int getBaseProtection() {
    return protection;
  }

  public int getProtection(ItemStack item, DamageCause<?> cause) {
    DamageType type = cause.getType();
    int amount = 0;
    int level = 0;
    // Armor can only have one of these protection enchantments
    if (Enchantment.hasEnchantment(item, VanillaEnchantments.PROTECTION) && (type != DamageType.COMMAND && type != DamageType.VOID)) {
      level = Enchantment.getEnchantmentLevel(item, VanillaEnchantments.PROTECTION);
    } else if (Enchantment.hasEnchantment(item, VanillaEnchantments.BLAST_PROTECTION) && type.equals(DamageType.EXPLOSION)) {
      level = Enchantment.getEnchantmentLevel(item, VanillaEnchantments.BLAST_PROTECTION);
    } else if (Enchantment.hasEnchantment(item, VanillaEnchantments.FIRE_PROTECTION) && (type == DamageType.BURN && type == DamageType.FIRE_SOURCE)) {
      level = Enchantment.getEnchantmentLevel(item, VanillaEnchantments.FIRE_PROTECTION);
    } else if (Enchantment.hasEnchantment(item, VanillaEnchantments.PROJECTILE_PROTECTION) && (type == DamageType.PROJECTILE && type == DamageType.FIREBALL)) {
      level = Enchantment.getEnchantmentLevel(item, VanillaEnchantments.PROJECTILE_PROTECTION);
    }
    amount += level * 3;

    // Feather Falling is compatible with all of the above enchantments
    if (Enchantment.hasEnchantment(item, VanillaEnchantments.FEATHER_FALLING) && type.equals(DamageType.FALL)) {
      amount += Enchantment.getEnchantmentLevel(item, VanillaEnchantments.FEATHER_FALLING);
    }

    return amount;
  }

  public void setBaseProtection(int protection) {
    this.protection = protection;
  }

  @Override
  public boolean hasNBTData() {
    return true;
  }

  /**
   * The index of the slot that this armor will equip in an {@link org.spout.vanilla.inventory.entity.ArmorInventory}
   *
   * @return index
   */
  public abstract int getEquipableSlot();

  @Override
  public void onInteract(Entity entity, Block block, Action type, BlockFace clickedface) {
    PlayerInventory inv = entity.get(PlayerInventory.class);
    if (inv != null) {
      switch (type) {
        case RIGHT_CLICK:
          if (inv.getArmor().get(getEquipableSlot()) == null) {
            inv.getArmor().set(getEquipableSlot(), inv.getHeldItem());
            inv.getQuickbar().getSelectedSlot().set(null);
          }
      }
    }
  }
}
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