package noppes.npcs.controllers.data;
import kamkeel.npcs.controllers.AbilityController;
import kamkeel.npcs.controllers.SyncController;
import kamkeel.npcs.controllers.data.ability.Ability;
import kamkeel.npcs.controllers.data.ability.enums.AbilityPhase;
import kamkeel.npcs.controllers.data.ability.data.ChainedAbility;
import kamkeel.npcs.controllers.data.ability.data.IAbilityAction;
import kamkeel.npcs.controllers.data.ability.data.entry.AbilityToggleEntry;
import kamkeel.npcs.controllers.data.ability.type.AbilityGuard;
import kamkeel.npcs.controllers.data.telegraph.TelegraphInstance;
import kamkeel.npcs.network.packets.data.ability.AbilityCooldownSyncPacket;
import kamkeel.npcs.network.packets.data.ability.PlayerAbilityStatePacket;
import kamkeel.npcs.network.packets.data.ability.PlayerAbilitySyncPacket;
import kamkeel.npcs.network.packets.data.telegraph.TelegraphRemovePacket;
import kamkeel.npcs.network.packets.data.telegraph.TelegraphSpawnPacket;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
import net.minecraft.nbt.NBTTagString;
import net.minecraft.util.DamageSource;
import noppes.npcs.AbstractDataAbilities;
import noppes.npcs.EventHooks;
import noppes.npcs.LogWriter;
import noppes.npcs.api.ability.IPlayerAbilityData;
import noppes.npcs.api.entity.IPlayer;
import noppes.npcs.controllers.ScriptController;
import noppes.npcs.scripted.NpcAPI;
import noppes.npcs.scripted.event.player.PlayerAbilityEvent;
import java.util.ArrayList;
import java.util.Iterator;
import java.util.List;
import java.util.Map;
/**
* Manages player ability data - unlocked abilities, selection, cooldowns, and execution.
* Players reference abilities by key (built-in keys or preset names), never customized copies.
* Extends AbstractDataAbilities for shared ability lifecycle logic.
*
* Key differences from NPC DataAbilities:
* - Universal cooldown (shared across all abilities)
* - Player manually selects ability (no weighted random)
* - Conditions requiring a target are skipped
* - Uses ability's base cooldownTicks only
*/
public class PlayerAbilityData extends AbstractDataAbilities implements IPlayerAbilityData {
private final PlayerData playerData;
// ═══════════════════════════════════════════════════════════════════
// CONFIGURATION (saved to NBT)
// ═══════════════════════════════════════════════════════════════════
/**
* List of unlocked ability keys (preset names or built-in keys).
* Order matters - determines selection index.
*/
private List unlockedAbilities = new ArrayList<>();
/**
* Currently selected ability index in the unlocked list.
*/
private int selectedIndex = 0;
/**
* Tracks whether the current animation was started by an ability.
* Persisted to NBT so orphaned ability animations can be detected and
* cleared on login (ability state is transient, but animation state is not).
*/
private boolean playingAbilityAnimation = false;
// ═══════════════════════════════════════════════════════════════════
// PLAYER-SPECIFIC RUNTIME STATE (not saved)
// ═══════════════════════════════════════════════════════════════════
/**
* Current ability's key (for cooldown tracking after completion).
*/
private transient String currentAbilityKey;
/**
* Target for the current ability (can be null for self-targeting).
*/
private transient EntityLivingBase currentTarget;
/**
* Last synced state flags byte for change detection (avoids spamming packets).
*/
private transient byte lastSyncedFlags = 0;
/**
* Dirty flag: set when ability data changes (unlock/lock/select/toggle).
* Checked by the periodic 10-tick sync handler, which sends an ability
* data packet and clears the flag. Avoids scattering sync calls across
* every mutation method.
*/
public transient boolean needsSync = false;
/**
* World time when the last ability was activated (for double-press cancel detection).
*/
private transient long lastAbilityActivationTime = -1;
/**
* Ticks after activation during which a second key press will cancel the ability.
*/
private static final int CANCEL_WINDOW_TICKS = 10;
// ═══════════════════════════════════════════════════════════════════
// CONSTRUCTOR
// ═══════════════════════════════════════════════════════════════════
public PlayerAbilityData(PlayerData playerData) {
this.playerData = playerData;
}
// ═══════════════════════════════════════════════════════════════════
// ABSTRACT METHOD IMPLEMENTATIONS
// ═══════════════════════════════════════════════════════════════════
@Override
protected EntityLivingBase getEntity() {
return playerData.player;
}
@Override
protected EntityLivingBase getTarget() {
return currentTarget;
}
@Override
protected long getWorldTime() {
EntityPlayer player = playerData.player;
return player != null ? player.worldObj.getTotalWorldTime() : 0;
}
@Override
protected void fireTickEvent(Ability ability, EntityLivingBase target) {
EntityPlayer player = playerData.player;
if (ScriptController.Instance == null || player == null) return;
PlayerDataScript handler = ScriptController.Instance.getPlayerScripts(player);
if (handler == null) return;
IPlayer iPlayer = (IPlayer) NpcAPI.Instance().getIEntity(player);
PlayerAbilityEvent.TickEvent event = new PlayerAbilityEvent.TickEvent(
iPlayer, ability, target, ability.getPhase().ordinal(), ability.getCurrentTick());
EventHooks.onPlayerAbilityTick(handler, event);
}
@Override
protected boolean fireExecuteEvent(Ability ability, EntityLivingBase target) {
EntityPlayer player = playerData.player;
if (ScriptController.Instance == null || player == null) return false;
PlayerDataScript handler = ScriptController.Instance.getPlayerScripts(player);
if (handler == null) return false;
IPlayer iPlayer = (IPlayer) NpcAPI.Instance().getIEntity(player);
PlayerAbilityEvent.ExecuteEvent event = new PlayerAbilityEvent.ExecuteEvent(iPlayer, ability, target);
return EventHooks.onPlayerAbilityExecute(handler, event);
}
@Override
protected void fireCompleteEvent(Ability ability, EntityLivingBase target) {
EntityPlayer player = playerData.player;
if (ScriptController.Instance == null || player == null) return;
PlayerDataScript handler = ScriptController.Instance.getPlayerScripts(player);
if (handler == null) return;
IPlayer iPlayer = (IPlayer) NpcAPI.Instance().getIEntity(player);
PlayerAbilityEvent.CompleteEvent event = new PlayerAbilityEvent.CompleteEvent(iPlayer, ability, target);
EventHooks.onPlayerAbilityComplete(handler, event);
}
@Override
protected void fireInterruptEvent(Ability ability, EntityLivingBase target,
DamageSource source, float damage) {
EntityPlayer player = playerData.player;
if (ScriptController.Instance == null || player == null) return;
PlayerDataScript handler = ScriptController.Instance.getPlayerScripts(player);
if (handler == null) return;
IPlayer iPlayer = (IPlayer) NpcAPI.Instance().getIEntity(player);
PlayerAbilityEvent.InterruptEvent event = new PlayerAbilityEvent.InterruptEvent(
iPlayer, ability, target, source, damage);
EventHooks.onPlayerAbilityInterrupt(handler, event);
}
@Override
protected void spawnTelegraph(Ability ability, EntityLivingBase target) {
EntityPlayer player = playerData.player;
List telegraphs = ability.createTelegraphs(player, target);
if (!telegraphs.isEmpty()) {
ability.setTelegraphInstances(telegraphs);
if (player instanceof EntityPlayerMP) {
for (TelegraphInstance telegraph : telegraphs) {
TelegraphSpawnPacket.sendToTracking(telegraph, player);
}
}
}
}
@Override
protected void removeTelegraph(Ability ability) {
EntityPlayer player = playerData.player;
List telegraphs = ability.getTelegraphInstances();
for (TelegraphInstance telegraph : telegraphs) {
if (player instanceof EntityPlayerMP) {
TelegraphRemovePacket.sendToTracking(telegraph.getInstanceId(), player);
}
}
ability.setTelegraphInstances(null);
}
@Override
protected void setAnimationData(Animation animation) {
playerData.animationData.setEnabled(true);
playerData.animationData.setAnimation(animation);
playerData.animationData.updateClient();
playingAbilityAnimation = true;
}
@Override
protected void clearAnimationData() {
playerData.animationData.setAnimation(null);
playerData.animationData.updateClient();
playingAbilityAnimation = false;
}
@Override
protected void playAbilitySound(String sound) {
if (sound != null && !sound.isEmpty()) {
EntityPlayer player = playerData.player;
if (player != null) {
player.worldObj.playSoundAtEntity(player, sound, 1.0f, 1.0f);
}
}
}
@Override
protected void captureLockedRotation() {
EntityPlayer player = playerData.player;
lockedYaw = player.rotationYaw;
lockedPitch = player.rotationPitch;
rotationLocked = true;
}
@Override
protected void rollCooldown(Ability ability) {
if (ability.isIgnoreCooldown()) return;
int duration = ability.getCooldownTicks();
long endTime = getWorldTime() + duration;
if (ability.isPerAbilityCooldown()) {
// Per-ability: only this ability goes on cooldown
if (currentAbilityKey != null) {
setPerAbilityCooldown(currentAbilityKey, endTime, duration);
}
} else {
// Global: all global-cooldown abilities share this cooldown
cooldownEndTime = endTime;
globalCooldownDuration = duration;
}
}
@Override
protected void rollChainCooldown(ChainedAbility chain) {
int duration = chain.getCooldownTicks();
cooldownEndTime = getWorldTime() + duration;
globalCooldownDuration = duration;
}
@Override
protected void onAbilityComplete() {
currentAbility = null;
currentAbilityKey = null;
currentTarget = null;
lastAbilityActivationTime = -1;
syncAbilityStateClear(playerData.player);
}
// ═══════════════════════════════════════════════════════════════════
// HOOK OVERRIDES
// ═══════════════════════════════════════════════════════════════════
@Override
protected void onInterruptComplete() {
// Player clears state immediately (unlike NPC which ticks through DAZED)
// Stop the dazed animation that was started in interruptCurrentAbility()
stopAbilityAnimation();
currentAbility = null;
currentAbilityKey = null;
currentTarget = null;
lastAbilityActivationTime = -1;
syncAbilityStateClear(playerData.player);
}
// ═══════════════════════════════════════════════════════════════════
// TICK - Called from player tick handler
// ═══════════════════════════════════════════════════════════════════
/**
* Main tick method - handles ability execution.
* Should be called every server tick.
*/
public void tick(EntityPlayer player) {
if (player.worldObj.isRemote || player.isDead) {
return;
}
// Tick active toggles (independent of currentAbility)
tickActiveToggles();
if (chainDelayRemaining > 0 || (currentAbility != null && currentAbility.isExecuting())) {
tickCurrentAbility();
// Apply rotation and position locks after ability tick
applyRotationControl(player);
applyPositionLock(player);
// Sync lock state to client (only sends when flags change)
syncAbilityStateIfNeeded(player);
} else {
// Safety: release orphaned locks if no ability is executing
if (rotationLocked || positionLocked) {
releaseRotationControl();
releaseLockedPosition();
syncAbilityStateClear(player);
}
}
}
// ═══════════════════════════════════════════════════════════════════
// ABILITY ACTIVATION - Called on Special Key press
// ═══════════════════════════════════════════════════════════════════
/**
* Activate the currently selected ability.
* Called when the player presses the Special Key.
*
* @param player The player
* @return true if the ability was started
*/
public boolean activateAbility(EntityPlayer player) {
if (player.worldObj.isRemote) return false;
if (unlockedAbilities.isEmpty()) return false;
if (selectedIndex < 0 || selectedIndex >= unlockedAbilities.size()) return false;
String key = unlockedAbilities.get(selectedIndex);
return activateAbility(player, key);
}
/**
* Prefix used to identify chained ability keys in the unlocked list.
*/
public static final String CHAIN_PREFIX = "chain:";
/**
* Resolve an action key to an IAbilityAction.
* Handles "chain:" prefix for chained abilities, otherwise resolves from AbilityController.
*/
private IAbilityAction resolveActionKey(String key) {
if (key.startsWith(CHAIN_PREFIX)) {
return AbilityController.Instance.resolveChainedAbility(key.substring(CHAIN_PREFIX.length()));
}
return AbilityController.Instance.resolveAbility(key);
}
/**
* Activate a specific ability by key. Keys prefixed with "chain:" are
* treated as chained abilities and resolved from {@link AbilityController}.
*
* @param player The player
* @param key The ability key (built-in or preset name), or "chain:name" for chains
* @return true if the ability was started
*/
public boolean activateAbility(EntityPlayer player, String key) {
if (player.worldObj.isRemote || key == null || key.isEmpty()) return false;
// Can't activate if already executing
if (currentAbility != null && currentAbility.isExecuting()) return false;
if (isExecutingChain()) return false;
// Resolve via unified resolver
IAbilityAction action = resolveActionKey(key);
if (action == null) return false;
// Check user type allows player
if (!action.getAllowedBy().allowsPlayer()) return false;
// Check conditions (skip target-requiring ones)
if (!action.checkConditionsForPlayer(player)) return false;
// Dispatch: chain vs ability
if (action.isChain()) {
if (isOnCooldown()) return false;
currentAbilityKey = key;
currentTarget = null;
lastAbilityActivationTime = getWorldTime();
return startChain((ChainedAbility) action, null);
}
// Regular ability activation
Ability ability = (Ability) action;
// Toggle abilities cycle state instead of executing
if (ability.isToggleable()) {
toggleAbility(key);
return true;
}
// Check cooldown (per-ability cooldowns are independent from global)
if (!ability.isIgnoreCooldown()) {
if (ability.isPerAbilityCooldown()) {
if (isOnPerAbilityCooldown(key)) return false;
} else {
if (isOnCooldown()) return false;
}
}
// Fire extender start hook (e.g., resource cost checks)
if (!AbilityController.Instance.fireOnAbilityStart(ability, player, null)) {
return false;
}
// Fire start event (cancelable)
if (firePlayerStartEvent(player, ability)) {
return false; // Cancelled
}
// Start the ability
currentAbility = ability;
currentAbilityKey = key;
currentTarget = null; // Players don't have auto-targets
lastAbilityActivationTime = getWorldTime();
ability.start(null);
if (ability.getPhase() == AbilityPhase.ACTIVE) {
// Windup was 0 — capture locks for immediate active phase, then execute
if (ability.isRotationLockedDuringActive()) {
captureLockedRotation();
}
if (ability.isMovementLockedDuringActive() && !ability.hasAbilityMovement()) {
captureLockedPosition();
}
executeImmediate(ability, currentTarget);
} else {
// Normal windup flow
if (ability.isRotationLockedDuringWindup()) {
captureLockedRotation();
}
if (ability.isMovementLockedDuringWindup() && !ability.hasAbilityMovement()) {
captureLockedPosition();
}
spawnTelegraph(ability, null);
playAbilitySound(ability.getWindUpSound());
playAbilityAnimation(ability.getWindUpAnimation());
}
// Immediate sync on ability use
syncToClient();
return true;
}
// ═══════════════════════════════════════════════════════════════════
// CLIENT SYNC
// ═══════════════════════════════════════════════════════════════════
/**
* Full sync of all ability state to the client.
* Delegates to {@link SyncController#syncAbilities(EntityPlayerMP)}.
*/
public void syncToClient() {
EntityPlayer player = playerData.player;
if (player instanceof EntityPlayerMP) {
SyncController.syncAbilities((EntityPlayerMP) player);
}
}
/**
* Lightweight sync of cooldown state only to the client.
* Delegates to {@link SyncController#syncAbilityCooldowns(EntityPlayerMP)}.
*/
public void syncCooldownToClient() {
EntityPlayer player = playerData.player;
if (player instanceof EntityPlayerMP) {
SyncController.syncAbilityCooldowns((EntityPlayerMP) player);
}
}
@Override
protected void onToggleStateChanged(String key, boolean active, int state) {
needsSync = true;
}
@Override
protected boolean fireToggleEvent(Ability ability, int oldState, int newState) {
EntityPlayer player = playerData.player;
if (ScriptController.Instance == null || player == null) return false;
PlayerDataScript handler = ScriptController.Instance.getPlayerScripts(player);
if (handler == null) return false;
IPlayer iPlayer = (IPlayer) NpcAPI.Instance().getIEntity(player);
PlayerAbilityEvent.ToggleEvent event = new PlayerAbilityEvent.ToggleEvent(iPlayer, ability, oldState, newState);
return EventHooks.onPlayerAbilityToggle(handler, event);
}
@Override
protected boolean fireToggleUpdateEvent(Ability ability, int tick, int state) {
EntityPlayer player = playerData.player;
if (ScriptController.Instance == null || player == null) return true;
PlayerDataScript handler = ScriptController.Instance.getPlayerScripts(player);
if (handler == null) return true;
IPlayer iPlayer = (IPlayer) NpcAPI.Instance().getIEntity(player);
PlayerAbilityEvent.ToggleUpdateEvent event = new PlayerAbilityEvent.ToggleUpdateEvent(iPlayer, ability, tick, state);
EventHooks.onPlayerAbilityToggleUpdate(handler, event);
return event.isEnabled();
}
// ═══════════════════════════════════════════════════════════════════
// SELECTION
// ═══════════════════════════════════════════════════════════════════
public int getSelectedIndex() {
return selectedIndex;
}
public void setSelectedIndex(int index) {
if (index == -1 || (index >= 0 && index < unlockedAbilities.size())) {
this.selectedIndex = index;
needsSync = true;
}
}
public void selectNext() {
if (unlockedAbilities.isEmpty()) return;
selectedIndex = (selectedIndex + 1) % unlockedAbilities.size();
needsSync = true;
}
public void selectPrevious() {
if (unlockedAbilities.isEmpty()) return;
selectedIndex = (selectedIndex - 1 + unlockedAbilities.size()) % unlockedAbilities.size();
needsSync = true;
}
public String getSelectedAbilityKey() {
if (unlockedAbilities.isEmpty() || selectedIndex < 0 || selectedIndex >= unlockedAbilities.size()) {
return null;
}
return unlockedAbilities.get(selectedIndex);
}
// ═══════════════════════════════════════════════════════════════════
// UNLOCKED ABILITIES
// ═══════════════════════════════════════════════════════════════════
public List getUnlockedAbilityList() {
return unlockedAbilities;
}
@Override
public String[] getUnlockedAbilities() {
return unlockedAbilities.toArray(new String[0]);
}
public void setUnlockedAbilities(List abilities) {
this.unlockedAbilities = abilities != null ? new ArrayList<>(abilities) : new ArrayList<>();
// Clamp selected index
if (selectedIndex >= unlockedAbilities.size()) {
selectedIndex = Math.max(0, unlockedAbilities.size() - 1);
}
needsSync = true;
}
public void unlockAbility(String key) {
if (key != null && !key.isEmpty() && !unlockedAbilities.contains(key)) {
unlockedAbilities.add(key);
needsSync = true;
}
}
public void lockAbility(String key) {
unlockedAbilities.remove(key);
if (selectedIndex >= unlockedAbilities.size()) {
selectedIndex = Math.max(0, unlockedAbilities.size() - 1);
}
needsSync = true;
}
public boolean hasUnlockedAbility(String key) {
return unlockedAbilities.contains(key);
}
// ═══════════════════════════════════════════════════════════════════
// COOLDOWNS (Player-specific overloads)
// ═══════════════════════════════════════════════════════════════════
/**
* Check if on cooldown using player reference.
*/
public boolean isOnCooldown(EntityPlayer player) {
return player.worldObj.getTotalWorldTime() < cooldownEndTime;
}
/**
* Check if a specific ability key is on cooldown.
* Respects per-ability cooldown if the ability has it enabled.
*/
public boolean isOnCooldown(String key, EntityPlayer player) {
if (AbilityController.Instance != null) {
Ability ability = AbilityController.Instance.resolveAbility(key);
if (ability != null && ability.isPerAbilityCooldown()) {
return isOnPerAbilityCooldown(key);
}
}
return isOnCooldown(player);
}
public long getRemainingCooldown(EntityPlayer player) {
long remaining = cooldownEndTime - player.worldObj.getTotalWorldTime();
return remaining > 0 ? remaining : 0;
}
/**
* Reset cooldown for a specific ability key.
* Resets per-ability cooldown if applicable, and global cooldown.
*/
public void resetCooldown(String key) {
resetPerAbilityCooldown(key);
cooldownEndTime = 0;
}
/**
* Reset all cooldowns (global + all per-ability).
*/
public void resetAllCooldowns() {
cooldownEndTime = 0;
resetAllPerAbilityCooldowns();
}
// ═══════════════════════════════════════════════════════════════════
// IPlayerAbilityData INTERFACE
// ═══════════════════════════════════════════════════════════════════
@Override
public boolean activateAbility() {
return activateAbility(playerData.player);
}
@Override
public boolean activateAbility(String key) {
return activateAbility(playerData.player, key);
}
@Override
public boolean isOnCooldown() {
EntityPlayer player = playerData.player;
if (player == null) return false;
return isOnCooldown(player);
}
@Override
public boolean isOnCooldown(String key) {
EntityPlayer player = playerData.player;
if (player == null) return false;
return isOnCooldown(key, player);
}
@Override
public void resetCooldown() {
cooldownEndTime = 0;
resetAllPerAbilityCooldowns();
}
// ═══════════════════════════════════════════════════════════════════
// INTERRUPTION (convenience overload)
// ═══════════════════════════════════════════════════════════════════
public void interruptCurrentAbility() {
interruptCurrentAbility(null, 0);
}
/**
* Try to cancel the current ability via double-press.
* Only succeeds if within the cancel window and not in DAZED phase.
* Also handles cancellation during chain delay (between chain entries).
*
* @return true if the ability was cancelled
*/
public boolean tryCancelAbility() {
boolean hasExecutingAbility = currentAbility != null && currentAbility.isExecuting();
boolean isInChainDelay = currentChain != null && chainDelayRemaining > 0;
if (!hasExecutingAbility && !isInChainDelay) return false;
// Don't allow cancel during DAZED
if (hasExecutingAbility) {
AbilityPhase phase = currentAbility.getPhase();
if (phase == AbilityPhase.DAZED) return false;
if (phase != AbilityPhase.WINDUP && phase != AbilityPhase.ACTIVE
&& phase != AbilityPhase.BURST_DELAY) return false;
}
long worldTime = getWorldTime();
if (lastAbilityActivationTime < 0 || (worldTime - lastAbilityActivationTime) > CANCEL_WINDOW_TICKS) {
// Outside cancel window — update time so a quick follow-up press can cancel
lastAbilityActivationTime = worldTime;
return false;
}
cancelCurrentAbility();
return true;
}
// ═══════════════════════════════════════════════════════════════════
// ENTITY RECONSTRUCTION RESET
// ═══════════════════════════════════════════════════════════════════
/**
* Handle entity reconstruction events (dimension change, death/respawn, etc.).
* Cleans up any executing ability state without firing script events (those were
* already fired on the original entity), clears transient runtime state, and
* re-syncs ability data to the client on the new entity.
*
* This should be called whenever the player's entity object is recreated by Forge,
* since the client-side entity loses all synced ability state.
*
* @param clearCooldowns true to fully reset cooldowns (dimension change),
* false to preserve cooldowns (death/respawn — interrupt already rolled them)
* @param clearToggles true to clear active toggles (death/respawn),
* false to keep them (dimension change)
*/
public void onEntityReconstructed(boolean clearCooldowns, boolean clearToggles) {
// Clean up any executing ability silently (no script events — already fired on old entity)
if (currentAbility != null && currentAbility.isExecuting()) {
removeTelegraph(currentAbility);
currentAbility.cleanup();
currentAbility.interrupt();
stopAbilityAnimation();
releaseRotationControl();
releaseLockedPosition();
}
// Clear chain and concurrent state
currentChain = null;
chainEntryIndex = -1;
chainDelayRemaining = -1;
interruptConcurrentSlots();
// Clear all transient state
currentAbility = null;
currentAbilityKey = null;
currentTarget = null;
lastAbilityActivationTime = -1;
if (clearCooldowns) {
cooldownEndTime = 0;
resetAllPerAbilityCooldowns();
}
interruptCooldownRolled = false;
if (clearToggles) {
clearActiveToggles();
}
// Force-send cleared lock state to client. We must always send this
// (not gated by lastSyncedFlags != 0) because the NEW entity's client
// may have stale lock state from before the reconstruction.
lastSyncedFlags = 0;
EntityPlayer player = playerData.player;
if (player instanceof EntityPlayerMP) {
PlayerAbilityStatePacket.sendToPlayer((EntityPlayerMP) player, (byte) 0, 0, 0);
}
// Re-sync full ability data (unlocked list, selection, toggles) to client
syncToClient();
}
/**
* Fully reset ability state when changing dimensions.
* Clears cooldowns so the player can immediately use abilities in the new dimension.
* Keeps active toggles (dimension change shouldn't reset ongoing effects).
*/
public void resetOnDimensionChange() {
onEntityReconstructed(true, false);
}
/**
* Reset ability state after death/respawn.
* Preserves cooldowns (interrupt on death already rolled them) but clears
* active toggles (death should end ongoing effects).
*/
public void resetOnRespawn() {
onEntityReconstructed(false, true);
}
// ═══════════════════════════════════════════════════════════════════
// DAMAGE HANDLING
// ═══════════════════════════════════════════════════════════════════
/**
* Handle damage taken while an ability is executing.
* Called from LivingHurtEvent BEFORE damage is applied to health.
* Triggers Guard counter detection and handles ability interruption.
*
* @param source The damage source
* @param amount The damage amount (post-armor)
* @return The modified damage amount (reduced by guard, or 0 if counter absorbs)
*/
public float onDamage(DamageSource source, float amount) {
if (currentAbility == null || !currentAbility.isExecuting()) {
return amount;
}
if (currentAbility.isInvulnerableForCurrentPhase()) {
return 0;
}
net.minecraft.entity.Entity sourceEntity = source.getEntity();
EntityLivingBase attacker = sourceEntity instanceof EntityLivingBase ? (EntityLivingBase) sourceEntity : null;
// Track counter state before calling onDamageTaken
boolean wasCounterTriggered = false;
if (currentAbility instanceof AbilityGuard) {
wasCounterTriggered = ((AbilityGuard) currentAbility).isCounterTriggered();
}
currentAbility.onDamageTaken(playerData.player, attacker, source, amount);
// Guard: handle damage reduction and counter absorption
if (currentAbility instanceof AbilityGuard) {
AbilityGuard guard = (AbilityGuard) currentAbility;
if (guard.isGuarding()) {
// Counter just triggered — absorb full damage
if (!wasCounterTriggered && guard.isCounterTriggered()) {
return 0;
}
// Normal guard — apply flat damage reduction
float reduction = guard.getDamageReductionFactor();
return Math.max(0, amount - reduction);
}
}
// Check for ability interruption
if (currentAbility != null && currentAbility.canInterrupt(source)) {
interruptCurrentAbility(source, amount);
}
return amount;
}
// ═══════════════════════════════════════════════════════════════════
// STATE QUERIES (Player-specific)
// ═══════════════════════════════════════════════════════════════════
/**
* Check if the player's movement should be locked due to an executing ability.
* Used by the tick handler to restrict player movement during ability phases.
*/
public boolean isMovementLocked() {
return currentAbility != null && currentAbility.isExecuting()
&& currentAbility.isMovementLockedForCurrentPhase();
}
/**
* Returns true if an ability-driven animation is currently playing.
* Used by PlayerData.onLogin() to detect orphaned ability animations.
*/
public boolean isPlayingAbilityAnimation() {
return playingAbilityAnimation;
}
/**
* Clears an orphaned ability animation (e.g. after relog when the ability is gone).
* Stops the animation and resets the tracking flag.
*/
public void clearOrphanedAbilityAnimation() {
stopAbilityAnimation();
}
// ═══════════════════════════════════════════════════════════════════
// ROTATION CONTROL (Player-specific application)
// ═══════════════════════════════════════════════════════════════════
/**
* Apply rotation control on the server side.
* Enforces locked rotation values on the player entity.
*/
private void applyRotationControl(EntityPlayer player) {
if (!rotationLocked || currentAbility == null) return;
if (currentAbility.isRotationLockedForCurrentPhase()) {
player.rotationYaw = lockedYaw;
player.rotationPitch = lockedPitch;
player.prevRotationYaw = lockedYaw;
player.prevRotationPitch = lockedPitch;
if (player instanceof EntityPlayerMP) {
player.rotationYawHead = lockedYaw;
}
}
}
// ═══════════════════════════════════════════════════════════════════
// POSITION LOCKING (Player-specific application)
// ═══════════════════════════════════════════════════════════════════
/**
* Apply position lock on the server side.
* Snaps player back to locked position and zeroes motion.
*/
private void applyPositionLock(EntityPlayer player) {
if (!positionLocked) return;
player.setPosition(lockedPosX, lockedPosY, lockedPosZ);
player.prevPosX = lockedPosX;
player.prevPosY = lockedPosY;
player.prevPosZ = lockedPosZ;
player.motionX = 0;
player.motionY = 0;
player.motionZ = 0;
}
// ═══════════════════════════════════════════════════════════════════
// ABILITY STATE SYNC
// ═══════════════════════════════════════════════════════════════════
/**
* Build the current ability state flags byte.
*/
private byte getAbilityStateFlags() {
byte flags = 0;
if (currentAbility == null || !currentAbility.isExecuting()) return flags;
if (currentAbility.isMovementLockedForCurrentPhase()) {
flags |= PlayerAbilityStatePacket.FLAG_MOVEMENT_LOCKED;
}
if (rotationLocked && currentAbility.isRotationLockedForCurrentPhase()) {
flags |= PlayerAbilityStatePacket.FLAG_ROTATION_LOCKED;
}
if (currentAbility.hasAbilityMovement() && currentAbility.getPhase() == AbilityPhase.ACTIVE) {
flags |= PlayerAbilityStatePacket.FLAG_HAS_ABILITY_MOVEMENT;
}
if (positionLocked) {
flags |= PlayerAbilityStatePacket.FLAG_POSITION_LOCKED;
}
if (wasFlyingAtLock) {
flags |= PlayerAbilityStatePacket.FLAG_WAS_FLYING_AT_LOCK;
}
if (currentAbility.getPhase() == AbilityPhase.ACTIVE) {
flags |= PlayerAbilityStatePacket.FLAG_ACTIVE_PHASE;
}
return flags;
}
/**
* Send ability state to client if flags changed since last sync.
*/
private void syncAbilityStateIfNeeded(EntityPlayer player) {
if (!(player instanceof EntityPlayerMP)) return;
byte flags = getAbilityStateFlags();
if (flags != lastSyncedFlags) {
lastSyncedFlags = flags;
PlayerAbilityStatePacket.sendToPlayer((EntityPlayerMP) player, flags, lockedYaw, lockedPitch);
}
}
/**
* Send cleared (all-zero) state to client. Called on ability completion/interrupt.
*/
private void syncAbilityStateClear(EntityPlayer player) {
if (!(player instanceof EntityPlayerMP)) return;
if (lastSyncedFlags != 0) {
lastSyncedFlags = 0;
PlayerAbilityStatePacket.sendToPlayer((EntityPlayerMP) player, (byte) 0, 0, 0);
}
}
/**
* Periodic safety check: if no ability is executing but the client may have
* stale lock flags, send a clear. Prevents stuck clients from missed packets.
*/
public void ensureLockStateClear() {
if (isExecutingAbility() || isExecutingChain()) return;
EntityPlayer player = playerData.player;
if (!(player instanceof EntityPlayerMP)) return;
if (lastSyncedFlags != 0) {
lastSyncedFlags = 0;
PlayerAbilityStatePacket.sendToPlayer((EntityPlayerMP) player, (byte) 0, 0, 0);
}
}
// ═══════════════════════════════════════════════════════════════════
// SCRIPT EVENTS (Player-specific: start event only, others via abstract)
// ═══════════════════════════════════════════════════════════════════
/**
* Fire the ability start event. Returns true if cancelled.
*/
private boolean firePlayerStartEvent(EntityPlayer player, Ability ability) {
if (ScriptController.Instance == null) return false;
PlayerDataScript handler = ScriptController.Instance.getPlayerScripts(player);
if (handler == null) return false;
IPlayer iPlayer = (IPlayer) NpcAPI.Instance().getIEntity(player);
PlayerAbilityEvent.StartEvent event = new PlayerAbilityEvent.StartEvent(iPlayer, ability, null);
return EventHooks.onPlayerAbilityStart(handler, event);
}
// ═══════════════════════════════════════════════════════════════════
// NBT SERIALIZATION
// ═══════════════════════════════════════════════════════════════════
public void writeToNBT(NBTTagCompound compound) {
NBTTagList list = new NBTTagList();
for (String key : unlockedAbilities) {
list.appendTag(new NBTTagString(key));
}
compound.setTag("PlayerAbilities", list);
compound.setInteger("PlayerAbilitySelected", selectedIndex);
compound.setBoolean("AbilityAnimating", playingAbilityAnimation);
// Active toggles (compound format with state)
NBTTagList toggleList = new NBTTagList();
for (Map.Entry entry : activeToggles.entrySet()) {
NBTTagCompound toggleNbt = new NBTTagCompound();
toggleNbt.setString("Key", entry.getKey());
toggleNbt.setInteger("State", entry.getValue().getState());
toggleList.appendTag(toggleNbt);
}
compound.setTag("ActiveToggles", toggleList);
}
public void readFromNBT(NBTTagCompound compound) {
unlockedAbilities.clear();
if (compound.hasKey("PlayerAbilities")) {
NBTTagList list = compound.getTagList("PlayerAbilities", 8); // 8 = string tag
for (int i = 0; i < list.tagCount(); i++) {
String key = list.getStringTagAt(i);
if (key != null && !key.isEmpty()) {
unlockedAbilities.add(key);
}
}
}
selectedIndex = compound.getInteger("PlayerAbilitySelected");
// Prune abilities that no longer exist (deleted custom abilities or removed built-ins)
validateUnlockedAbilities();
if (selectedIndex >= unlockedAbilities.size()) {
selectedIndex = Math.max(0, unlockedAbilities.size() - 1);
}
playingAbilityAnimation = compound.getBoolean("AbilityAnimating");
// Active toggles - restore state directly (no onToggleOn callback during load)
activeToggles.clear();
if (compound.hasKey("ActiveToggles")) {
NBTTagList toggleNbt = compound.getTagList("ActiveToggles", 10); // 10 = TAG_COMPOUND
for (int i = 0; i < toggleNbt.tagCount(); i++) {
NBTTagCompound entry = toggleNbt.getCompoundTagAt(i);
String key = entry.getString("Key");
int state = entry.hasKey("State") ? entry.getInteger("State") : 1;
setToggleEntryDirect(key, state);
}
}
}
/**
* Remove any unlocked ability keys that can no longer be resolved or
* are no longer allowed for players (e.g. NPC-only abilities).
* Called during load to clean up references to deleted/restricted abilities.
* Supports both regular ability keys and "chain:" prefixed chained ability keys.
*/
private void validateUnlockedAbilities() {
if (AbilityController.Instance == null) return;
// Only validate on the server - the client trusts server-sent data.
// Custom ability definitions may not have been synced to the client yet,
// which would cause valid abilities to be incorrectly pruned.
if (playerData == null || !(playerData.player instanceof EntityPlayerMP)) return;
Iterator it = unlockedAbilities.iterator();
while (it.hasNext()) {
String key = it.next();
IAbilityAction resolved = resolveActionKey(key);
if (resolved == null) {
it.remove();
LogWriter.info("Removed invalid ability reference from player data: " + key);
} else if (!resolved.getAllowedBy().allowsPlayer()) {
it.remove();
LogWriter.info("Removed non-player ability from player data: " + key);
}
}
}
}