package kamkeel.npcs.controllers.data.ability; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import kamkeel.npcs.controllers.data.telegraph.Telegraph; import kamkeel.npcs.controllers.data.telegraph.TelegraphInstance; import kamkeel.npcs.controllers.data.telegraph.TelegraphType; import net.minecraft.block.Block; import net.minecraft.entity.EntityLivingBase; import net.minecraft.util.AxisAlignedBB; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.nbt.NBTTagList; import net.minecraft.util.DamageSource; import net.minecraft.world.World; import noppes.npcs.DataAbilities; import noppes.npcs.NpcDamageSource; import noppes.npcs.api.INbt; import noppes.npcs.api.ability.IAbility; import noppes.npcs.client.gui.advanced.SubGuiAbilityConfig; import noppes.npcs.client.gui.util.IAbilityConfigCallback; import noppes.npcs.controllers.AnimationController; import noppes.npcs.controllers.data.Animation; import net.minecraft.entity.player.EntityPlayer; import noppes.npcs.controllers.data.Frame; import noppes.npcs.entity.EntityNPCInterface; import noppes.npcs.api.entity.IPlayer; import noppes.npcs.controllers.ScriptController; import noppes.npcs.controllers.data.PlayerDataScript; import noppes.npcs.scripted.NpcAPI; import noppes.npcs.scripted.event.AbilityEvent; import noppes.npcs.scripted.event.player.PlayerAbilityEvent; import noppes.npcs.client.gui.builder.FieldDef; import java.util.ArrayList; import java.util.Collections; import java.util.List; import net.minecraft.entity.Entity; public abstract class Ability implements IAbility { // ═══════════════════════════════════════════════════════════════════ // CONFIGURATION (saved to NBT) // ═══════════════════════════════════════════════════════════════════ protected String id; protected String name; protected String typeId; // e.g., "ability.cnpc.slam" (also used as lang key) // Selection protected int weight = 10; protected boolean enabled = true; protected List conditions = new ArrayList<>(); // Targeting protected TargetingMode targetingMode = TargetingMode.AGGRO_TARGET; protected float minRange = 0; protected float maxRange = 20; // Timing (ticks) protected int cooldownTicks = 0; // Added to global cooldown after ability completes protected int windUpTicks = 20; protected boolean syncWindupWithAnimation = true; protected int dazedTicks = 80; // Only used when interrupted during WINDUP (if interruptible) // Interruption protected boolean interruptible = true; // Feedback protected LockMovementType lockMovement = LockMovementType.WINDUP; protected RotationMode rotationMode = RotationMode.FREE; protected LockMovementType rotationPhase = LockMovementType.WINDUP_AND_ACTIVE; protected int windUpColor = 0x80FF4400; // Telegraph color during wind up protected int activeColor = 0xC0FF0000; // Telegraph warning/active color // Sounds protected String windUpSound = ""; // Sound to play when wind up starts protected String activeSound = ""; // Sound to play when active phase starts // Animations (global animation IDs, -1 = none) protected int windUpAnimationId = -1; // Animation to play during wind up (user animations) protected int activeAnimationId = -1; // Animation to play during active phase (user animations) // Built-in animation names (empty = none, takes priority over IDs if set) protected String windUpAnimationName = ""; // Built-in animation name for wind up protected String activeAnimationName = ""; // Built-in animation name for active phase // Telegraph configuration protected boolean showTelegraph = true; protected TelegraphType telegraphType = TelegraphType.CIRCLE; protected float telegraphHeightOffset = 0.1f; // Custom data for external mods protected NBTTagCompound customData = new NBTTagCompound(); // User type restriction protected UserType allowedBy = UserType.BOTH; // Cooldown override protected boolean ignoreCooldown = false; // Configurable potion effects protected List effects = new ArrayList<>(); // Burst protected boolean burstEnabled = false; protected int burstAmount = 0; // number of EXTRA repetitions protected int burstDelay = 0; // ticks between bursts protected boolean burstReplayAnimations = true; protected boolean burstOverlap = false; // if true, don't wait for entity death between bursts // ═══════════════════════════════════════════════════════════════════ // EXECUTION STATE (not saved, reset each combat) // ═══════════════════════════════════════════════════════════════════ protected transient AbilityPhase phase = AbilityPhase.IDLE; protected transient int currentTick = 0; protected transient EntityLivingBase currentTarget; protected transient long executionStartTime; protected transient List telegraphInstances = new ArrayList<>(); // Burst execution state protected transient int burstIndex = 0; protected transient List burstEntities = new ArrayList<>(); // ═══════════════════════════════════════════════════════════════════ // PREVIEW STATE (client-side only, not saved) // ═══════════════════════════════════════════════════════════════════ protected transient boolean previewMode = false; protected transient PreviewEntityHandler previewEntityHandler; // ═══════════════════════════════════════════════════════════════════ // GUI CONTEXT (client-side only, not saved) // ═══════════════════════════════════════════════════════════════════ protected transient boolean npcInlineEdit = false; // ═══════════════════════════════════════════════════════════════════ // ABSTRACT METHODS // ═══════════════════════════════════════════════════════════════════ /** * Called first tick of ACTIVE phase. * For burst without replay (burstReplayAnimations=false), this is called directly * after BURST_DELAY without a preceding windup. Check isBurstRefire() or null-check * entity state to detect and handle the burst refire case. */ public abstract void onExecute(EntityLivingBase caster, EntityLivingBase target); /** * Called every tick of ACTIVE phase */ public abstract void onActiveTick(EntityLivingBase caster, EntityLivingBase target, int tick); /** * Write type-specific config to NBT */ public abstract void writeTypeNBT(NBTTagCompound nbt); /** * Read type-specific config from NBT */ public abstract void readTypeNBT(NBTTagCompound nbt); // ═══════════════════════════════════════════════════════════════════ // OPTIONAL OVERRIDES // ═══════════════════════════════════════════════════════════════════ /** * Returns true if this ability type deals damage. * Override in non-damaging subclasses to return false. * Used by external mods to determine whether to show * damage-related configuration (e.g., DBC stats tab). */ public boolean hasDamage() { return true; } /** * Override to provide variant templates for this ability type. * When a user creates this ability type, they will be shown a selection dialog * with the returned variants. If empty or single-entry, the dialog is skipped. */ public List getVariants() { return Collections.emptyList(); } /** * Whether this ability type supports the burst system. * Override to return false for abilities that shouldn't repeat (Guard, Heal, Sweeper, etc.). */ public boolean allowBurst() { return true; } /** * Whether this ability supports overlap mode for burst (entities from previous bursts keep flying). * Override to return true for entity-spawning projectile abilities (Orb, Beam, Disc, LaserShot). */ public boolean allowOverlap() { return false; } /** * Whether this ability is ready for auto-completion during burst overlap mode. * Override to delay auto-completion until all staggered projectiles have been fired. * @param activeTick the current tick within the ACTIVE phase */ public boolean isReadyForBurstCompletion(int activeTick) { return true; } public void onWindUpTick(EntityLivingBase caster, EntityLivingBase target, int tick) { } /** * Whether this execution is a burst refire (not the first execution). * Useful in onExecute() to detect when windup was skipped and entities need fresh creation. */ public boolean isBurstRefire() { return burstEnabled && burstIndex > 0; } public void onInterrupt(EntityLivingBase caster, DamageSource source, float damage) { } public void onComplete(EntityLivingBase caster, EntityLivingBase target) { } public void onDamageTaken(EntityLivingBase caster, EntityLivingBase attacker, DamageSource source, float damage) { } /** * Apply damage to an entity with ability hit event support. * Fires the abilityHit script event, allowing scripts to modify or cancel the damage. * * @param caster The entity executing the ability (NPC or Player) * @param hitEntity The entity being hit * @param damage The damage amount * @param knockback The horizontal knockback * @return true if damage was applied (not cancelled), false if cancelled */ protected boolean applyAbilityDamage(EntityLivingBase caster, EntityLivingBase hitEntity, float damage, float knockback) { double dx = hitEntity.posX - caster.posX; double dz = hitEntity.posZ - caster.posZ; return applyAbilityDamageInternal(caster, hitEntity, damage, knockback, 0.0f, dx, dz); } /** * Apply damage to an entity with ability hit event support and vertical knockback. * Fires the abilityHit script event, allowing scripts to modify or cancel the damage. * * @param caster The entity executing the ability (NPC or Player) * @param hitEntity The entity being hit * @param damage The damage amount * @param knockback The horizontal knockback * @param knockbackUp The vertical knockback * @return true if damage was applied (not cancelled), false if cancelled */ protected boolean applyAbilityDamage(EntityLivingBase caster, EntityLivingBase hitEntity, float damage, float knockback, float knockbackUp) { double dx = hitEntity.posX - caster.posX; double dz = hitEntity.posZ - caster.posZ; return applyAbilityDamageInternal(caster, hitEntity, damage, knockback, knockbackUp, dx, dz); } /** * Apply damage to an entity with ability hit event support and custom knockback direction. * Fires the abilityHit script event, allowing scripts to modify or cancel the damage. * * @param caster The entity executing the ability (NPC or Player) * @param hitEntity The entity being hit * @param damage The damage amount * @param knockback The horizontal knockback * @param knockbackDirX The X component of knockback direction * @param knockbackDirZ The Z component of knockback direction * @return true if damage was applied (not cancelled), false if cancelled */ protected boolean applyAbilityDamageWithDirection(EntityLivingBase caster, EntityLivingBase hitEntity, float damage, float knockback, double knockbackDirX, double knockbackDirZ) { return applyAbilityDamageInternal(caster, hitEntity, damage, knockback, 0.0f, knockbackDirX, knockbackDirZ); } /** * Internal unified damage application method. * All public damage methods delegate to this. * Supports both NPC and Player casters. */ private boolean applyAbilityDamageInternal(EntityLivingBase caster, EntityLivingBase hitEntity, float damage, float knockback, float knockbackUp, double knockbackDirX, double knockbackDirZ) { // Fire hit event for NPC casters (NPC event system) if (caster instanceof EntityNPCInterface) { EntityNPCInterface npc = (EntityNPCInterface) caster; DataAbilities dataAbilities = npc.abilities; AbilityEvent.HitEvent event = dataAbilities.fireHitEvent( this, currentTarget, hitEntity, damage, knockback, knockbackUp); if (event == null) { return false; // Cancelled } damage = event.getDamage(); knockback = event.getKnockback(); knockbackUp = event.getKnockbackUp(); } // Fire hit event for Player casters (Player event system) else if (caster instanceof EntityPlayer && ScriptController.Instance != null) { EntityPlayer player = (EntityPlayer) caster; PlayerDataScript handler = ScriptController.Instance.getPlayerScripts(player); if (handler != null) { IPlayer iPlayer = (IPlayer) NpcAPI.Instance().getIEntity(player); PlayerAbilityEvent.HitEvent event = new PlayerAbilityEvent.HitEvent( iPlayer, this, currentTarget, hitEntity, damage, knockback, knockbackUp); if (noppes.npcs.EventHooks.onPlayerAbilityHit(handler, event)) { return false; // Cancelled } damage = event.getDamage(); knockback = event.getKnockback(); knockbackUp = event.getKnockbackUp(); } } // Apply damage if (damage > 0) { // Check for external damage handler first (e.g., DBC Addon) IAbilityDamageHandler handler = AbilityController.Instance.getDamageHandler(); boolean handled = false; if (handler != null) { handled = handler.handleDamage(this, caster, hitEntity, damage, knockback, knockbackUp, knockbackDirX, knockbackDirZ); } if (!handled) { // Default damage path if (caster instanceof EntityNPCInterface) { hitEntity.attackEntityFrom(new NpcDamageSource("mob", (EntityNPCInterface) caster), damage); } else if (caster instanceof EntityPlayer) { hitEntity.attackEntityFrom(DamageSource.causePlayerDamage((EntityPlayer) caster), damage); } else { hitEntity.attackEntityFrom(DamageSource.causeMobDamage(caster), damage); } } } // Apply knockback if any if (knockback > 0 || knockbackUp > 0) { applyKnockback(hitEntity, knockbackDirX, knockbackDirZ, knockback, knockbackUp); } return true; } private void applyKnockback(EntityLivingBase hitEntity, double dirX, double dirZ, float knockback, float knockbackUp) { double len = Math.sqrt(dirX * dirX + dirZ * dirZ); double x = 0; double z = 0; if (len > 0) { x = (dirX / len) * knockback * 0.5; z = (dirZ / len) * knockback * 0.5; } double y = knockbackUp > 0 ? knockbackUp : 0.1D; hitEntity.addVelocity(x, y, z); hitEntity.velocityChanged = true; } /** * Applies all configured effects to the given entity. * Call this after damage is applied to the target. * * @param entity The entity to apply effects to */ protected void applyEffects(EntityLivingBase entity) { if (entity == null || effects.isEmpty()) { return; } for (AbilityEffect effect : effects) { effect.apply(entity); } } public float getTelegraphRadius() { return 5.0f; } public float getTelegraphLength() { return 5.0f; } public float getTelegraphWidth() { return 2.0f; } public float getTelegraphAngle() { return 45.0f; } /** * Returns true if the caster is a player (not an NPC). * Use this instead of checking {@code target != null} to make NPC/Player * code paths explicit and readable. *

* NPCs always have an aggro target passed to ability methods. * Players never do — they use look direction for aiming instead. */ protected final boolean isPlayerCaster(EntityLivingBase caster) { return caster instanceof EntityPlayer; } /** * Whether the telegraph should remain visible during the ACTIVE phase. * Default: false (telegraph removed at WINDUP→ACTIVE transition). * Override for abilities where the active phase IS the attack (e.g., sweeping/spinning attacks) * so the telegraph stays visible while damage is being dealt. */ public boolean keepTelegraphDuringActive() { return false; } /** * Returns true if this ability controls NPC movement during ACTIVE phase. * When true, AI pathfinding will be blocked during ability execution. * Override in abilities that move the NPC (Charge, Dash, Slam, etc.) */ public boolean hasAbilityMovement() { return false; } /** * Returns true if the targeting mode for this ability type is locked and cannot be changed. * Most abilities have fixed targeting (e.g., Heal is always SELF, Charge is always AGGRO_TARGET). * Override and return false for abilities with flexible targeting. */ public boolean isTargetingModeLocked() { return true; } /** * Returns the allowed targeting modes for this ability, or null if all modes are allowed. * Override in abilities that only support specific targeting modes. */ public TargetingMode[] getAllowedTargetingModes() { return null; } /** * Returns true if the telegraph type for this ability is locked and cannot be changed. * Telegraph type is inherent to how the ability works (e.g., Charge uses LINE, Slam uses CIRCLE). */ public boolean isTelegraphTypeLocked() { return true; } /** * Add field definitions for this ability's GUI. * Override in subclasses to add type-specific fields. The list already contains * the base fields (General, Target, Effects tabs), so subclasses can also * modify, insert into, or remove base fields using {@link FieldDef#insertBefore}, * {@link FieldDef#insertAfter}, or direct list manipulation. *

* Fields added here without an explicit {@code .tab()} will default to the "Type" tab. * * @param defs The mutable list of field definitions to add to or modify */ @SideOnly(Side.CLIENT) public void getAbilityDefinitions(List defs) { } /** * Builds and returns all field definitions for this ability's GUI. * Base fields (General, Target, Effects) are added first, then * {@link #getAbilityDefinitions(List)} is called so subclasses can add * type-specific fields and modify any existing fields. */ @SideOnly(Side.CLIENT) public final List getAllDefinitions() { List defs = new ArrayList<>(); // ── General tab ────────────────────────────────────────────── defs.add(FieldDef.stringField("gui.name", this::getName, this::setName) .tab("General")); defs.add(FieldDef.row( FieldDef.intField("ability.weight", this::getWeight, this::setWeight).range(1, 1000), FieldDef.boolField("gui.enabled", this::isEnabled, this::setEnabled) ).tab("General")); defs.add(FieldDef.section("ability.section.timing").tab("General")); defs.add(FieldDef.intField("ability.windUpTicks", this::getRawWindUpTicks, this::setWindUpTicks) .tab("General").range(0, 1000) .visibleWhen(() -> !hasWindUpAnimation())); defs.add(FieldDef.row( FieldDef.intField("ability.windUpTicks", this::getRawWindUpTicks, this::setWindUpTicks).range(0, 1000), FieldDef.boolField("ability.syncWindup", this::isSyncWindupWithAnimation, this::setSyncWindupWithAnimation) .hover("ability.hover.sync") ).tab("General").visibleWhen(() -> hasWindUpAnimation() && !isSyncWindupWithAnimation())); defs.add(FieldDef.row( FieldDef.labelField("ability.windUpTicks", () -> getWindUpTicks() + "t"), FieldDef.boolField("ability.syncWindup", this::isSyncWindupWithAnimation, this::setSyncWindupWithAnimation) .hover("ability.hover.sync") ).tab("General").visibleWhen(() -> hasWindUpAnimation() && isSyncWindupWithAnimation())); defs.add(FieldDef.intField("ability.cooldownTicks", this::getCooldownTicks, this::setCooldownTicks) .tab("General").range(0, 10000)); defs.add(FieldDef.section("ability.section.movement").tab("General")); defs.add(FieldDef.stringEnumField("ability.lockMovement", LockMovementType.getDisplayKeys(), () -> this.getLockMovement().getDisplayKey(), v -> { for (LockMovementType t : LockMovementType.values()) { if (t.getDisplayKey().equals(v)) { this.setLockMovement(t); break; } } }) .hover("ability.hover.lockMovement") .tab("General")); defs.add(FieldDef.row( FieldDef.stringEnumField("ability.rotationMode", RotationMode.getDisplayKeys(), () -> this.getRotationMode().getDisplayKey(), v -> { for (RotationMode m : RotationMode.values()) { if (m.getDisplayKey().equals(v)) { this.setRotationMode(m); break; } } }) .hover("ability.hover.rotationMode"), FieldDef.stringEnumField("ability.rotationPhase", getRotationPhaseKeys(), () -> this.getRotationPhase().getDisplayKey(), v -> { for (LockMovementType t : LockMovementType.values()) { if (t.getDisplayKey().equals(v)) { this.setRotationPhase(t); break; } } }) .hover("ability.hover.rotationPhase") .visibleWhen(() -> this.rotationMode != RotationMode.FREE) ).tab("General")); defs.add(FieldDef.row( FieldDef.boolField("ability.interruptible", this::isInterruptible, this::setInterruptible) .hover("ability.hover.interruptible"), FieldDef.intField("ability.dazedTicks", this::getDazedTicks, this::setDazedTicks) .range(0, 1000).visibleWhen(this::isInterruptible) ).tab("General")); // ── Burst section ──────────────────────────────────────────── if (allowBurst()) { defs.add(FieldDef.section("ability.section.burst").tab("General")); defs.add(FieldDef.boolField("ability.burstEnabled", this::isBurstEnabled, this::setBurstEnabled) .tab("General")); defs.add(FieldDef.row( FieldDef.intField("ability.burstAmount", this::getBurstAmount, this::setBurstAmount).range(1, 100), FieldDef.intField("ability.burstDelay", this::getBurstDelay, this::setBurstDelay).range(0, 1000) ).tab("General").visibleWhen(this::isBurstEnabled)); defs.add(FieldDef.boolField("ability.burstReplayAnimations", this::isBurstReplayAnimations, this::setBurstReplayAnimations) .tab("General").visibleWhen(this::isBurstEnabled) .hover("ability.hover.burstReplay")); if (allowOverlap()) { defs.add(FieldDef.boolField("ability.burstOverlap", this::isBurstOverlap, this::setBurstOverlap) .tab("General").visibleWhen(this::isBurstEnabled) .hover("ability.hover.burstOverlap")); } } // ── Target tab ─────────────────────────────────────────────── defs.add(FieldDef.row( FieldDef.intField("ability.minRange", () -> (int) getMinRange(), v -> setMinRange(v)).range(0, 100), FieldDef.intField("ability.maxRange", () -> (int) getMaxRange(), v -> setMaxRange(v)).range(1, 100) ).tab("Target")); if (!isTargetingModeLocked()) { TargetingMode[] allowed = getAllowedTargetingModes(); if (allowed != null && allowed.length > 0) { String[] allowedKeys = new String[allowed.length]; for (int i = 0; i < allowed.length; i++) { allowedKeys[i] = allowed[i].name(); } defs.add(FieldDef.stringEnumField("ability.targetingMode", allowedKeys, () -> this.getTargetingMode().name(), v -> { try { this.setTargetingMode(TargetingMode.valueOf(v)); } catch (Exception ignored) {} }) .tab("Target").hover("ability.hover.targeting")); } else { defs.add(FieldDef.enumField("ability.targetingMode", TargetingMode.class, this::getTargetingMode, this::setTargetingMode) .tab("Target").hover("ability.hover.targeting")); } } // ── Effects tab ────────────────────────────────────────────── defs.add(FieldDef.section("ability.section.sounds").tab("Effects")); defs.add(FieldDef.soundSubGui("ability.windUpSound", this::getWindUpSound, this::setWindUpSound) .tab("Effects")); defs.add(FieldDef.soundSubGui("ability.activeSound", this::getActiveSound, this::setActiveSound) .tab("Effects")); defs.add(FieldDef.section("ability.section.animations").tab("Effects")); defs.add(FieldDef.animSubGui("ability.windUpAnimation", this::getWindUpAnimationId, this::setWindUpAnimationId, this::getWindUpAnimationName, this::setWindUpAnimationName) .tab("Effects")); defs.add(FieldDef.animSubGui("ability.activeAnimation", this::getActiveAnimationId, this::setActiveAnimationId, this::getActiveAnimationName, this::setActiveAnimationName) .tab("Effects")); TelegraphType tType = getTelegraphType(); if (tType != null && tType != TelegraphType.NONE) { defs.add(FieldDef.section("ability.section.telegraph").tab("Effects") .hover("telegraph." + tType.name().toLowerCase())); defs.add(FieldDef.boolField("ability.showTelegraph", this::isShowTelegraph, this::setShowTelegraph) .tab("Effects").hover("ability.hover.showTelegraph")); defs.add(FieldDef.colorSubGui("ability.windUpColor", this::getWindUpColor, this::setWindUpColor) .tab("Effects").visibleWhen(this::isShowTelegraph)); defs.add(FieldDef.colorSubGui("ability.activeColor", this::getActiveColor, this::setActiveColor) .tab("Effects").visibleWhen(this::isShowTelegraph)); } // ── Type-specific fields ───────────────────────────────────── int baseSize = defs.size(); getAbilityDefinitions(defs); // Default tab for ability-added fields that don't specify one for (int i = baseSize; i < defs.size(); i++) { if (defs.get(i).getTab() == null) { defs.get(i).tab("Type"); } } // External field providers (e.g., DBC Addon injecting a "DBC" tab) for (IAbilityFieldProvider provider : AbilityController.Instance.getFieldProviders()) { provider.addFieldDefinitions(this, defs); } return defs; } /** * Creates the GUI for configuring this ability. * Override this method to provide a custom GUI subclass for type-specific settings. *

* Third-party mods can extend SubGuiAbilityConfig and override initTypeTab(), * handleTypeButton(), and handleTypeTextField() to provide custom type settings. * * @param callback The callback to notify when the ability is saved * @return A SubGuiAbilityConfig instance (or subclass) for configuring this ability */ @SideOnly(Side.CLIENT) public SubGuiAbilityConfig createConfigGui(IAbilityConfigCallback callback) { return new SubGuiAbilityConfig(this, callback); } /** * Create a telegraph instance for this ability. * Override for custom telegraph shapes. * * @param caster The caster * @param target The target (for position calculation) * @return The telegraph instance, or null if no telegraph */ public TelegraphInstance createTelegraph(EntityLivingBase caster, EntityLivingBase target) { if (!showTelegraph || telegraphType == TelegraphType.NONE) { return null; } Telegraph telegraph; double x, y, z; float yaw = caster.rotationYaw; // Determine position based on targeting mode boolean positionAtCaster = targetingMode == TargetingMode.AOE_SELF || targetingMode == TargetingMode.SELF || telegraphType == TelegraphType.LINE || telegraphType == TelegraphType.CONE; if (positionAtCaster) { x = caster.posX; y = findGroundLevel(caster.worldObj, caster.posX, caster.posY, caster.posZ); z = caster.posZ; } else if (target != null) { x = target.posX; y = findGroundLevel(caster.worldObj, target.posX, target.posY, target.posZ); z = target.posZ; } else { x = caster.posX; y = findGroundLevel(caster.worldObj, caster.posX, caster.posY, caster.posZ); z = caster.posZ; } // Create telegraph based on type switch (telegraphType) { case CIRCLE: telegraph = Telegraph.circle(getTelegraphRadius()); break; case RING: telegraph = Telegraph.ring(getTelegraphRadius(), getTelegraphRadius() * 0.5f); break; case LINE: telegraph = Telegraph.line(getTelegraphLength(), getTelegraphWidth()); break; case CONE: telegraph = Telegraph.cone(getTelegraphLength(), getTelegraphAngle()); break; case POINT: telegraph = new Telegraph("", TelegraphType.POINT); break; case SQUARE: telegraph = Telegraph.square(getTelegraphRadius()); break; default: return null; } telegraph.setDurationTicks(windUpTicks); telegraph.setColor(windUpColor); telegraph.setWarningColor(activeColor); telegraph.setWarningStartTick(Math.max(5, windUpTicks / 4)); telegraph.setHeightOffset(telegraphHeightOffset); TelegraphInstance instance = new TelegraphInstance(telegraph, x, y, z, yaw); instance.setCasterEntityId(caster.getEntityId()); // Set entity to follow based on targeting mode if (positionAtCaster) { // AOE_SELF abilities: telegraph follows caster during windup instance.setEntityIdToFollow(caster.getEntityId()); // For LINE/CONE telegraphs: track target direction during windup // Only track if rotation is NOT locked during windup (NPC can still turn) if ((telegraphType == TelegraphType.LINE || telegraphType == TelegraphType.CONE) && target != null) { if (!isRotationLockedDuringWindup()) { instance.setTargetEntityId(target.getEntityId()); } // If rotation is locked, yaw stays fixed at creation time } } else if (target != null) { // AOE_TARGET abilities: telegraph follows target during windup instance.setEntityIdToFollow(target.getEntityId()); } return instance; } /** * Create all telegraph instances for this ability. * Override for abilities that need multiple telegraphs (e.g., zone abilities). * Default wraps createTelegraph() in a singleton list. */ public List createTelegraphs(EntityLivingBase caster, EntityLivingBase target) { TelegraphInstance instance = createTelegraph(caster, target); if (instance == null) return new ArrayList<>(); return new ArrayList<>(Collections.singletonList(instance)); } /** * Find the ground level at a given position. * Searches downward from the given Y to find a solid block. * * @param world The world * @param x X coordinate * @param startY Starting Y coordinate (entity feet position) * @param z Z coordinate * @return The Y coordinate of the ground surface */ public static double findGroundLevel(World world, double x, double startY, double z) { if (world == null) return startY; int blockX = (int) Math.floor(x); int blockZ = (int) Math.floor(z); int startBlockY = (int) Math.floor(startY); // Search downward for solid ground (max 10 blocks down) for (int checkY = startBlockY; checkY >= startBlockY - 10 && checkY >= 0; checkY--) { Block block = world.getBlock(blockX, checkY, blockZ); if (block != null && block.getMaterial().isSolid()) { // Found solid block, telegraph goes on top of it return checkY + 1; } } // No ground found, use original position return startY; } /** * Calculates offset position near the given coordinates. * Used to place effects near a target rather than exactly on them. * * @param baseX Base X coordinate * @param baseY Base Y coordinate * @param baseZ Base Z coordinate * @param minOffset Minimum offset distance * @param maxOffset Maximum offset distance * @param randomOffset Whether to use random offset within range, or fixed at max * @param random Random instance to use * @return Array of [x, y, z] with offset applied */ public static double[] calculateOffsetPosition(double baseX, double baseY, double baseZ, float minOffset, float maxOffset, boolean randomOffset, java.util.Random random) { if (maxOffset <= 0) { return new double[]{baseX, baseY, baseZ}; } double offsetDist; double offsetAngle; if (randomOffset) { offsetDist = minOffset + random.nextDouble() * (maxOffset - minOffset); offsetAngle = random.nextDouble() * Math.PI * 2; } else { offsetDist = maxOffset; offsetAngle = random.nextDouble() * Math.PI * 2; } double offsetX = Math.cos(offsetAngle) * offsetDist; double offsetZ = Math.sin(offsetAngle) * offsetDist; return new double[]{baseX + offsetX, baseY, baseZ + offsetZ}; } /** * Get the current telegraph instances. */ public List getTelegraphInstances() { return telegraphInstances; } /** * Set the telegraph instances (called by DataAbilities). */ public void setTelegraphInstances(List instances) { this.telegraphInstances = instances != null ? instances : new ArrayList<>(); } // ═══════════════════════════════════════════════════════════════════ // EXECUTION LOGIC (called by CombatHandler) // ═══════════════════════════════════════════════════════════════════ /** * Start executing this ability. * If windUpTicks is 0, skips WINDUP and goes directly to ACTIVE. */ public void start(EntityLivingBase target) { this.currentTick = 0; this.currentTarget = target; this.executionStartTime = System.currentTimeMillis(); this.burstIndex = 0; this.burstEntities.clear(); if (windUpTicks <= 0) { this.phase = AbilityPhase.ACTIVE; } else { this.phase = AbilityPhase.WINDUP; } } /** * Tick the ability forward. Called every game tick while executing. *

* Normal flow: WINDUP -> ACTIVE -> IDLE * Interrupted flow: WINDUP -> DAZED -> IDLE (dazed only on interrupt during WINDUP) * * @return true if phase changed this tick */ public boolean tick() { if (phase == AbilityPhase.IDLE) return false; currentTick++; switch (phase) { case WINDUP: if (currentTick >= windUpTicks) { phase = AbilityPhase.ACTIVE; currentTick = 0; return true; } break; case ACTIVE: // Abilities control their own completion by calling signalCompletion() // No auto-complete - each ability determines when it's done break; case DAZED: // Dazed phase is only entered on interrupt during WINDUP // NPC cannot attack during this time if (currentTick >= dazedTicks) { phase = AbilityPhase.IDLE; currentTick = 0; return true; } break; case BURST_DELAY: // Waiting between burst repetitions - free movement/rotation if (currentTick >= burstDelay) { if (burstReplayAnimations && getWindUpTicks() > 0) { phase = AbilityPhase.WINDUP; } else { phase = AbilityPhase.ACTIVE; } currentTick = 0; return true; } break; } return false; } /** * Signal that the ability has completed its active phase. * Called by abilities when they are done. * For example, AbilitySlam calls this when the NPC lands. * * @return true if phase changed to IDLE */ public boolean signalCompletion() { if (phase == AbilityPhase.ACTIVE) { // Check if more burst iterations remain if (burstEnabled && burstAmount > 0 && burstIndex < burstAmount) { if (!burstOverlap) { cleanup(); } burstIndex++; phase = AbilityPhase.BURST_DELAY; currentTick = 0; return true; } // Final completion - let burst entities die naturally (don't force-kill) burstEntities.clear(); cleanup(); phase = AbilityPhase.IDLE; currentTick = 0; return true; } return false; } /** * Interrupt this ability. Transitions to DAZED phase if interruptible during WINDUP. * Called when NPC takes direct damage during WINDUP. */ public void interrupt() { cleanupBurstEntities(); cleanup(); if (interruptible && (phase == AbilityPhase.WINDUP || phase == AbilityPhase.BURST_DELAY)) { // Interrupted during windup or burst delay - go to dazed state phase = AbilityPhase.DAZED; currentTick = 0; } else { // Force stop - go directly to IDLE phase = AbilityPhase.IDLE; currentTick = 0; } burstIndex = 0; currentTarget = null; telegraphInstances.clear(); } /** * Check if executing */ public boolean isExecuting() { return phase != AbilityPhase.IDLE; } /** * Check if can be interrupted by this damage source. * Only direct physical hits (not magic, fire, or other indirect damage) can interrupt. * Interruption only occurs during WINDUP phase - if ability is already active, it completes. * * @param source The damage source * @return true if the ability should be interrupted */ public boolean canInterrupt(DamageSource source) { if (!interruptible || (phase != AbilityPhase.WINDUP && phase != AbilityPhase.BURST_DELAY)) { return false; } // Only direct physical hits can interrupt, not magic, fire, or other indirect damage if (source == null) { return false; } // Reject indirect damage types if (source.isMagicDamage() || source.isFireDamage() || source.isExplosion()) { return false; } // Reject damage without a direct attacker entity if (source.getEntity() == null) { return false; } // Direct hit from an entity - can interrupt return true; } /** * Reset all execution state (called on combat end, NPC death, target lost, etc.) */ public void reset() { cleanupBurstEntities(); cleanup(); phase = AbilityPhase.IDLE; currentTick = 0; burstIndex = 0; currentTarget = null; telegraphInstances.clear(); previewMode = false; previewEntityHandler = null; } /** * Cleanup any resources created by this ability. * Override this to kill spawned entities, cancel telegraphs, etc. * Called when ability ends for any reason (completion, interrupt, reset, NPC death). */ public void cleanup() { // Override in subclasses to clean up spawned entities, etc. } /** * Kill all entities tracked during burst overlap and clear the list. */ protected void cleanupBurstEntities() { for (Entity e : burstEntities) { if (e != null && !e.isDead) { killAbilityEntity(e); } } burstEntities.clear(); } // ═══════════════════════════════════════════════════════════════════ // PREVIEW MODE SUPPORT // ═══════════════════════════════════════════════════════════════════ /** * Whether this ability is running in preview mode (GUI preview). * When true, abilities should skip damage, effects, sounds, and particles * but still run their core logic (entity spawning, movement, timing). */ public boolean isPreview() { return previewMode; } public void setPreviewMode(boolean preview) { this.previewMode = preview; } public void setPreviewEntityHandler(PreviewEntityHandler handler) { this.previewEntityHandler = handler; } /** * Spawn an entity during ability execution. * In preview mode, routes to PreviewEntityHandler instead of world.spawnEntityInWorld(). */ protected void spawnAbilityEntity(Entity entity) { if (previewMode && previewEntityHandler != null) { previewEntityHandler.onEntitySpawned(entity); } else { entity.worldObj.spawnEntityInWorld(entity); } if (burstEnabled && burstOverlap) { burstEntities.add(entity); } } /** * Kill an entity spawned by this ability. * In preview mode, notifies PreviewEntityHandler of removal. */ protected void killAbilityEntity(Entity entity) { if (entity == null) return; entity.setDead(); if (previewMode && previewEntityHandler != null) { previewEntityHandler.onEntityRemoved(entity); } } /** * Maximum duration (in ticks) for preview before auto-stopping. * Override in movement abilities that have variable duration. * Default: 200 ticks (10 seconds). */ public int getMaxPreviewDuration() { return 200; } // ═══════════════════════════════════════════════════════════════════ // CONDITION CHECKING // ═══════════════════════════════════════════════════════════════════ public boolean checkConditions(EntityLivingBase caster, EntityLivingBase target) { for (Condition c : conditions) { if (!c.check(caster, target)) return false; } return true; } /** * Check conditions for a player caster, skipping target-requiring conditions. */ public boolean checkConditionsForPlayer(EntityLivingBase caster) { for (Condition c : conditions) { if (c.requiresTarget()) continue; if (!c.check(caster, null)) return false; } return true; } // ═══════════════════════════════════════════════════════════════════ // NBT (config only, execution state is transient) // ═══════════════════════════════════════════════════════════════════ public NBTTagCompound writeNBT() { NBTTagCompound nbt = new NBTTagCompound(); nbt.setString("id", id); nbt.setString("name", name); nbt.setString("typeId", typeId); nbt.setInteger("weight", weight); nbt.setBoolean("enabled", enabled); nbt.setString("targetingMode", targetingMode.name()); nbt.setFloat("minRange", minRange); nbt.setFloat("maxRange", maxRange); nbt.setInteger("cooldown", cooldownTicks); nbt.setInteger("windUp", windUpTicks); nbt.setBoolean("syncWindup", syncWindupWithAnimation); nbt.setInteger("recovery", dazedTicks); nbt.setBoolean("interruptible", interruptible); nbt.setInteger("lockMovement", lockMovement.ordinal()); nbt.setInteger("rotationMode", rotationMode.ordinal()); nbt.setInteger("rotationPhase", rotationPhase.ordinal()); nbt.setInteger("windUpColor", windUpColor); nbt.setInteger("activeColor", activeColor); nbt.setString("windUpSound", windUpSound); nbt.setString("activeSound", activeSound); nbt.setInteger("windUpAnimationId", windUpAnimationId); nbt.setInteger("activeAnimationId", activeAnimationId); nbt.setString("windUpAnimationName", windUpAnimationName); nbt.setString("activeAnimationName", activeAnimationName); nbt.setBoolean("showTelegraph", showTelegraph); nbt.setString("telegraphType", telegraphType.name()); nbt.setFloat("telegraphHeightOffset", telegraphHeightOffset); nbt.setTag("customData", (NBTTagCompound) customData.copy()); nbt.setInteger("allowedBy", allowedBy.ordinal()); nbt.setBoolean("ignoreCooldown", ignoreCooldown); // Burst nbt.setBoolean("burstEnabled", burstEnabled); nbt.setInteger("burstAmount", burstAmount); nbt.setInteger("burstDelay", burstDelay); nbt.setBoolean("burstReplayAnimations", burstReplayAnimations); nbt.setBoolean("burstOverlap", burstOverlap); // Conditions NBTTagList condList = new NBTTagList(); for (Condition c : conditions) condList.appendTag(c.writeNBT()); nbt.setTag("conditions", condList); // Effects NBTTagList effectList = new NBTTagList(); for (AbilityEffect effect : effects) { effectList.appendTag(effect.writeNBT()); } nbt.setTag("effects", effectList); // Type-specific NBTTagCompound typeNBT = new NBTTagCompound(); writeTypeNBT(typeNBT); nbt.setTag("typeData", typeNBT); return nbt; } public void readNBT(NBTTagCompound nbt) { id = nbt.getString("id"); name = nbt.getString("name"); typeId = nbt.getString("typeId"); weight = nbt.getInteger("weight"); enabled = nbt.getBoolean("enabled"); targetingMode = TargetingMode.valueOf(nbt.getString("targetingMode")); minRange = nbt.getFloat("minRange"); maxRange = nbt.getFloat("maxRange"); cooldownTicks = nbt.getInteger("cooldown"); windUpTicks = nbt.getInteger("windUp"); syncWindupWithAnimation = nbt.getBoolean("syncWindup"); dazedTicks = nbt.getInteger("recovery"); interruptible = nbt.getBoolean("interruptible"); lockMovement = LockMovementType.fromOrdinal(nbt.getInteger("lockMovement")); rotationMode = RotationMode.fromOrdinal(nbt.getInteger("rotationMode")); rotationPhase = LockMovementType.fromOrdinal(nbt.getInteger("rotationPhase")); windUpColor = nbt.getInteger("windUpColor"); activeColor = nbt.getInteger("activeColor"); windUpSound = nbt.getString("windUpSound"); activeSound = nbt.getString("activeSound"); windUpAnimationId = nbt.getInteger("windUpAnimationId"); activeAnimationId = nbt.getInteger("activeAnimationId"); windUpAnimationName = nbt.getString("windUpAnimationName"); activeAnimationName = nbt.getString("activeAnimationName"); showTelegraph = nbt.getBoolean("showTelegraph"); try { telegraphType = TelegraphType.valueOf(nbt.getString("telegraphType")); } catch (Exception e) { telegraphType = TelegraphType.CIRCLE; } telegraphHeightOffset = nbt.getFloat("telegraphHeightOffset"); customData = nbt.getCompoundTag("customData"); allowedBy = UserType.fromOrdinal(nbt.getInteger("allowedBy")); ignoreCooldown = nbt.getBoolean("ignoreCooldown"); // Burst burstEnabled = nbt.getBoolean("burstEnabled"); burstAmount = nbt.getInteger("burstAmount"); burstDelay = nbt.getInteger("burstDelay"); burstReplayAnimations = nbt.getBoolean("burstReplayAnimations"); burstOverlap = nbt.getBoolean("burstOverlap"); // Conditions conditions.clear(); NBTTagList condList = nbt.getTagList("conditions", 10); for (int i = 0; i < condList.tagCount(); i++) { Condition c = Condition.fromNBT(condList.getCompoundTagAt(i)); if (c != null) conditions.add(c); } // Effects effects.clear(); if (nbt.hasKey("effects")) { NBTTagList effectList = nbt.getTagList("effects", 10); for (int i = 0; i < effectList.tagCount(); i++) { AbilityEffect effect = AbilityEffect.fromNBT(effectList.getCompoundTagAt(i)); if (effect != null && effect.isValid()) { effects.add(effect); } } } readTypeNBT(nbt.getCompoundTag("typeData")); } // ═══════════════════════════════════════════════════════════════════ // GETTERS & SETTERS // ═══════════════════════════════════════════════════════════════════ public String getId() { return id; } public void setId(String id) { this.id = id; } public String getName() { return name; } public void setName(String name) { this.name = name; } public String getTypeId() { return typeId; } public boolean isBuiltIn() { return false; } public Ability deepCopy() { return AbilityController.Instance.fromNBT(this.writeNBT()); } public boolean isNpcInlineEdit() { return npcInlineEdit; } public void setNpcInlineEdit(boolean npcInlineEdit) { this.npcInlineEdit = npcInlineEdit; } public int getWeight() { return weight; } public void setWeight(int weight) { this.weight = weight; } public boolean isEnabled() { return enabled; } public void setEnabled(boolean enabled) { this.enabled = enabled; } public TargetingMode getTargetingMode() { return targetingMode; } public void setTargetingMode(TargetingMode targetingMode) { this.targetingMode = targetingMode; } public float getMinRange() { return minRange; } public void setMinRange(float minRange) { this.minRange = minRange; } public float getMaxRange() { return maxRange; } public void setMaxRange(float maxRange) { this.maxRange = maxRange; } public int getCooldownTicks() { return cooldownTicks; } public void setCooldownTicks(int cooldownTicks) { this.cooldownTicks = Math.max(0, cooldownTicks); } public int getWindUpTicks() { return calculateWindupFromAnimation(); } public int getRawWindUpTicks() { return windUpTicks; } public void setWindUpTicks(int windUpTicks) { this.windUpTicks = Math.max(0, windUpTicks); } public boolean isSyncWindupWithAnimation() { return syncWindupWithAnimation; } public boolean hasWindUpAnimation() { return (windUpAnimationName != null && !windUpAnimationName.isEmpty()) || windUpAnimationId >= 0; } public void setSyncWindupWithAnimation(boolean syncWindupWithAnimation) { this.syncWindupWithAnimation = syncWindupWithAnimation; } public int getDazedTicks() { return dazedTicks; } public void setDazedTicks(int dazedTicks) { this.dazedTicks = Math.max(0, dazedTicks); } public boolean isInterruptible() { return interruptible; } public void setInterruptible(boolean interruptible) { this.interruptible = interruptible; } public LockMovementType getLockMovement() { return lockMovement; } public void setLockMovement(LockMovementType lockMovement) { this.lockMovement = lockMovement; } public RotationMode getRotationMode() { return rotationMode; } public void setRotationMode(RotationMode rotationMode) { this.rotationMode = rotationMode; } public LockMovementType getRotationPhase() { return rotationPhase; } public void setRotationPhase(LockMovementType rotationPhase) { this.rotationPhase = rotationPhase; } /** * API method: Get lock movement type as integer. * @return 0=NO, 1=WINDUP, 2=ACTIVE, 3=WINDUP_AND_ACTIVE */ @Override public int getLockMovementType() { return lockMovement.ordinal(); } /** * API method: Set lock movement type from integer. * @param type 0=NO, 1=WINDUP, 2=ACTIVE, 3=WINDUP_AND_ACTIVE */ @Override public void setLockMovementType(int type) { this.lockMovement = LockMovementType.fromOrdinal(type); } /** * API method: Get rotation mode as integer. * @return 0=FREE, 1=LOCKED, 2=TRACK */ @Override public int getRotationModeType() { return rotationMode.ordinal(); } /** * API method: Set rotation mode from integer. * @param type 0=FREE, 1=LOCKED, 2=TRACK */ @Override public void setRotationModeType(int type) { this.rotationMode = RotationMode.fromOrdinal(type); } /** * API method: Get rotation phase as integer. * @return 0=NO, 1=WINDUP, 2=ACTIVE, 3=WINDUP_AND_ACTIVE */ @Override public int getRotationPhaseType() { return rotationPhase.ordinal(); } /** * API method: Set rotation phase from integer. * @param type 0=NO, 1=WINDUP, 2=ACTIVE, 3=WINDUP_AND_ACTIVE */ @Override public void setRotationPhaseType(int type) { this.rotationPhase = LockMovementType.fromOrdinal(type); } /** * Check if movement (pathfinding/motion) should be locked during WINDUP phase. */ @Override public boolean isMovementLockedDuringWindup() { return lockMovement.locksWindup(); } /** * Check if movement (pathfinding/motion) should be locked during ACTIVE phase. */ @Override public boolean isMovementLockedDuringActive() { return lockMovement.locksActive(); } /** * Check if rotation (yaw/pitch) should be locked during WINDUP phase. */ @Override public boolean isRotationLockedDuringWindup() { return rotationMode == RotationMode.LOCKED && rotationPhase.locksWindup(); } /** * Check if rotation (yaw/pitch) should be locked during ACTIVE phase. */ @Override public boolean isRotationLockedDuringActive() { return rotationMode == RotationMode.LOCKED && rotationPhase.locksActive(); } /** * Check if movement should be locked during the current phase. */ public boolean isMovementLockedForCurrentPhase() { switch (phase) { case WINDUP: return isMovementLockedDuringWindup(); case ACTIVE: return isMovementLockedDuringActive(); case BURST_DELAY: return false; // Free movement during burst delay default: return false; } } /** * Check if rotation should be locked during the current phase. */ public boolean isRotationLockedForCurrentPhase() { switch (phase) { case WINDUP: return isRotationLockedDuringWindup(); case ACTIVE: return isRotationLockedDuringActive(); case BURST_DELAY: return false; // Free rotation during burst delay default: return false; } } /** * Check if hit scan (force face target) is active during the current phase. */ public boolean isHitScanForCurrentPhase() { if (rotationMode != RotationMode.TRACK) return false; switch (phase) { case WINDUP: return rotationPhase.locksWindup(); case ACTIVE: return rotationPhase.locksActive(); case BURST_DELAY: return false; // Free rotation during burst delay default: return false; } } public int getWindUpColor() { return windUpColor; } public void setWindUpColor(int windUpColor) { this.windUpColor = windUpColor; } public int getActiveColor() { return activeColor; } public void setActiveColor(int activeColor) { this.activeColor = activeColor; } public String getWindUpSound() { return windUpSound; } public void setWindUpSound(String windUpSound) { this.windUpSound = windUpSound; } public String getActiveSound() { return activeSound; } public void setActiveSound(String activeSound) { this.activeSound = activeSound; } public Animation getWindUpAnimation() { if (AnimationController.Instance == null) return null; // Built-in animation by name takes priority if (windUpAnimationName != null && !windUpAnimationName.isEmpty()) { return (Animation) AnimationController.Instance.get(windUpAnimationName, true); } // Fall back to user animation by ID if (windUpAnimationId >= 0) { return (Animation) AnimationController.Instance.get(windUpAnimationId); } return null; } public int getWindUpAnimationId() { return windUpAnimationId; } public void setWindUpAnimationId(int windUpAnimationId) { this.windUpAnimationId = windUpAnimationId; } public String getWindUpAnimationName() { return windUpAnimationName; } public void setWindUpAnimationName(String windUpAnimationName) { this.windUpAnimationName = windUpAnimationName != null ? windUpAnimationName : ""; } public Animation getActiveAnimation() { if (AnimationController.Instance == null) return null; // Built-in animation by name takes priority if (activeAnimationName != null && !activeAnimationName.isEmpty()) { return (Animation) AnimationController.Instance.get(activeAnimationName, true); } // Fall back to user animation by ID if (activeAnimationId >= 0) { return (Animation) AnimationController.Instance.get(activeAnimationId); } return null; } public int getActiveAnimationId() { return activeAnimationId; } public void setActiveAnimationId(int activeAnimationId) { this.activeAnimationId = activeAnimationId; } public String getActiveAnimationName() { return activeAnimationName; } public void setActiveAnimationName(String activeAnimationName) { this.activeAnimationName = activeAnimationName != null ? activeAnimationName : ""; } public boolean isShowTelegraph() { return showTelegraph; } public void setShowTelegraph(boolean showTelegraph) { this.showTelegraph = showTelegraph; } public TelegraphType getTelegraphType() { return telegraphType; } public void setTelegraphType(TelegraphType telegraphType) { this.telegraphType = telegraphType; } public float getTelegraphHeightOffset() { return telegraphHeightOffset; } public void setTelegraphHeightOffset(float telegraphHeightOffset) { this.telegraphHeightOffset = telegraphHeightOffset; } public AbilityPhase getPhase() { return phase; } /** * Get the current execution phase as int (0=IDLE, 1=WINDUP, 2=ACTIVE, 3=DAZED). * Required for IAbility interface. */ @Override public int getPhaseInt() { return phase.ordinal(); } public int getCurrentTick() { return currentTick; } public EntityLivingBase getCurrentTarget() { return currentTarget; } public NBTTagCompound getCustomData() { return customData; } public List getConditions() { return conditions; } public void addCondition(Condition c) { conditions.add(c); } public UserType getAllowedBy() { return allowedBy; } public void setAllowedBy(UserType allowedBy) { this.allowedBy = allowedBy; } public boolean isIgnoreCooldown() { return ignoreCooldown; } public void setIgnoreCooldown(boolean ignoreCooldown) { this.ignoreCooldown = ignoreCooldown; } public List getEffects() { return effects; } public void setEffects(List effects) { this.effects = effects != null ? effects : new ArrayList<>(); } public void addEffect(AbilityEffect effect) { if (effect != null && effect.isValid()) { effects.add(effect); } } public void clearEffects() { effects.clear(); } // Burst getters/setters public boolean isBurstEnabled() { return burstEnabled; } public void setBurstEnabled(boolean burstEnabled) { this.burstEnabled = burstEnabled; } public int getBurstAmount() { return burstAmount; } public void setBurstAmount(int burstAmount) { this.burstAmount = Math.max(0, burstAmount); } public int getBurstDelay() { return burstDelay; } public void setBurstDelay(int burstDelay) { this.burstDelay = Math.max(0, burstDelay); } public boolean isBurstReplayAnimations() { return burstReplayAnimations; } public void setBurstReplayAnimations(boolean burstReplayAnimations) { this.burstReplayAnimations = burstReplayAnimations; } public boolean isBurstOverlap() { return burstOverlap; } public void setBurstOverlap(boolean burstOverlap) { this.burstOverlap = burstOverlap; } public int getBurstIndex() { return burstIndex; } /** * Get display keys for rotation phase dropdown (excludes "None" since mode=FREE handles that). */ private static String[] getRotationPhaseKeys() { return new String[]{ "ability.lockMove.windup", "ability.lockMove.active", "ability.lockMove.both" }; } // ═══════════════════════════════════════════════════════════════════ // SHIT FROM THE ASS // ═══════════════════════════════════════════════════════════════════ private int calculateWindupFromAnimation() { if (!syncWindupWithAnimation) { return windUpTicks; } if (AnimationController.Instance == null) { return this.windUpTicks; } Animation animation = null; // Check for built-in animation (by name) first if (windUpAnimationName != null && !windUpAnimationName.isEmpty()) { animation = (Animation) AnimationController.Instance.get(windUpAnimationName, true); } // Fall back to user animation (by ID) else if (windUpAnimationId >= 0) { animation = (Animation) AnimationController.Instance.get(windUpAnimationId); } if (animation == null || animation.frames.isEmpty()) { return this.windUpTicks; } // Calculate total duration by summing all frame durations int totalDuration = 0; for (Frame frame : animation.frames) { totalDuration += frame.getDuration(); } // Return total duration return totalDuration; } // ═══════════════════════════════════════════════════════════════════ // MOVEMENT COLLISION UTILITY // ═══════════════════════════════════════════════════════════════════ /** * Check if a caster's movement in a given direction is blocked by walls/blocks. * Used by Charge and Dash abilities to detect wall collision. * * @param caster The entity moving * @param dirX X component of normalized movement direction * @param dirZ Z component of normalized movement direction * @param speed Movement speed (blocks per tick) * @return true if movement is blocked */ protected static boolean isMovementBlocked(EntityLivingBase caster, double dirX, double dirZ, double speed) { double nextX = dirX * speed; double nextZ = dirZ * speed; AxisAlignedBB nextBox = caster.boundingBox.copy().offset(nextX, 0, nextZ); double stepThreshold = nextBox.minY + Math.max(caster.stepHeight, 0.5); int x1 = (int) Math.floor(nextBox.minX); int x2 = (int) Math.floor(nextBox.maxX + 1.0); int y1 = (int) Math.floor(nextBox.minY) - 1; int y2 = (int) Math.floor(nextBox.maxY + 1.0); int z1 = (int) Math.floor(nextBox.minZ); int z2 = (int) Math.floor(nextBox.maxZ + 1.0); java.util.ArrayList collisionBoxes = new java.util.ArrayList<>(); for (int bx = x1; bx < x2; bx++) { for (int bz = z1; bz < z2; bz++) { for (int by = y1; by < y2; by++) { Block block = caster.worldObj.getBlock(bx, by, bz); if (!block.getMaterial().blocksMovement()) continue; collisionBoxes.clear(); block.addCollisionBoxesToList(caster.worldObj, bx, by, bz, nextBox, collisionBoxes, caster); for (AxisAlignedBB box : collisionBoxes) { if (box.maxY > stepThreshold) { return true; } } } } } return false; } // ═══════════════════════════════════════════════════════════════════ // IAbility API METHODS // ═══════════════════════════════════════════════════════════════════ @Override public int getAllowedByType() { return allowedBy.ordinal(); } @Override public void setAllowedByType(int type) { this.allowedBy = UserType.fromOrdinal(type); } @Override public INbt getNbt() { return NpcAPI.Instance().getINbt(writeNBT()); } @Override public void setNbt(INbt nbt) { readNBT(nbt.getMCNBT()); } }