package tconstruct.weaponry; import cpw.mods.fml.common.Mod; import cpw.mods.fml.common.SidedProxy; import cpw.mods.fml.common.event.FMLInitializationEvent; import cpw.mods.fml.common.event.FMLPostInitializationEvent; import cpw.mods.fml.common.event.FMLPreInitializationEvent; import cpw.mods.fml.common.registry.GameRegistry; import mantle.pulsar.pulse.Handler; import mantle.pulsar.pulse.Pulse; import net.minecraft.init.Items; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.fluids.Fluid; import net.minecraftforge.fluids.FluidStack; import tconstruct.TConstruct; import tconstruct.library.TConstructCreativeTab; import tconstruct.library.TConstructRegistry; import tconstruct.library.crafting.*; import tconstruct.library.tools.ToolCore; import tconstruct.library.util.IPattern; import tconstruct.library.util.IToolPart; import tconstruct.smeltery.TinkerSmeltery; import tconstruct.tools.TinkerTools; import tconstruct.tools.items.Pattern; import tconstruct.weaponry.ammo.ArrowAmmo; import tconstruct.weaponry.ammo.BoltAmmo; import tconstruct.weaponry.items.DualMaterialToolPart; import tconstruct.weaponry.items.WeaponryPattern; import tconstruct.weaponry.items.WeaponryToolPart; import tconstruct.weaponry.library.weaponry.AmmoItem; import tconstruct.weaponry.library.weaponry.AmmoWeapon; import tconstruct.weaponry.library.weaponry.ArrowShaftMaterial; import tconstruct.weaponry.library.weaponry.ProjectileWeapon; import tconstruct.weaponry.weapons.*; import java.util.Map; import java.util.Random; import static tconstruct.tools.TinkerTools.MaterialID; @GameRegistry.ObjectHolder(TConstruct.modID) @Pulse(id = "Tinkers' Weaponry", description = "The main core of the mod! All of the tools, the tables, and the patterns are here.", pulsesRequired="Tinkers' Tools") public class TinkerWeaponry { @SidedProxy(clientSide = "tconstruct.weaponry.WeaponryClientProxy", serverSide = "tconstruct.weaponry.WeaponryCommonProxy") public static WeaponryCommonProxy proxy; // Throwing Weapons public static ToolCore throwArrow; public static AmmoWeapon shuriken; public static AmmoWeapon throwingknife; public static AmmoWeapon javelin; // Projectile Weapons public static ProjectileWeapon shortbow; public static ProjectileWeapon longbow; public static ProjectileWeapon crossbow; // Ammo public static AmmoItem arrowAmmo; public static AmmoItem boltAmmo; // Tool Parts public static WeaponryToolPart partShuriken; public static WeaponryToolPart partArrowShaft; // not craftable, used internally public static WeaponryToolPart partBowLimb; public static WeaponryToolPart partCrossbowLimb; public static WeaponryToolPart partCrossbowBody; public static DualMaterialToolPart partBolt; // patterns/casts public static Pattern woodPattern; public static Pattern metalPattern; // other stuff public static TConstructCreativeTab creativeTab = new TConstructCreativeTab("TConstructWeaponry"); public static Random random = new Random(); @Handler public void preInit(FMLPreInitializationEvent event) { registerItems(); registerMaterials(); } @Handler public void init(FMLInitializationEvent event) { addPartRecipies(); addWeaponRecipies(); registerBoltCasting(); } @Handler public void postInit(FMLPostInitializationEvent event) { // this handler takes care that ammo weapons get ammo. MinecraftForge.EVENT_BUS.register(new WeaponryHandler()); proxy.init(); } private void registerItems() { // create tool part partShuriken = new WeaponryToolPart("_shuriken", "Shuriken"); partArrowShaft = new WeaponryToolPart("_arrow_shaft", "Shaft"); partBowLimb = new WeaponryToolPart("_bow_limb", "BowLimb"); partCrossbowLimb = new WeaponryToolPart("_crossbow_limb", "CrossbowLimb"); partCrossbowBody = new WeaponryToolPart("_crossbow_body", "CrossbowBody"); partBolt = new DualMaterialToolPart("_bolt", "Bolt"); // create throwing weapons throwArrow = new ThrowArrowItem(); shuriken = new Shuriken(); throwingknife = new ThrowingKnife(); javelin = new Javelin(); // create projectile weapons shortbow = new ShortBow(); longbow = new LongBow(); crossbow = new Crossbow(); // create ammo arrowAmmo = new ArrowAmmo(); boltAmmo = new BoltAmmo(); woodPattern = new WeaponryPattern("pattern_", "Pattern"); metalPattern = new WeaponryPattern("cast_", "Cast"); // register tool parts GameRegistry.registerItem(partShuriken, "ShurikenPart"); GameRegistry.registerItem(partBowLimb, "BowLimbPart"); GameRegistry.registerItem(partCrossbowLimb, "CrossbowLimbPart"); GameRegistry.registerItem(partCrossbowBody, "CrossbowBodyPart"); GameRegistry.registerItem(partBolt, "BoltPart"); // register throwing weapons GameRegistry.registerItem(throwArrow, "ThrowArrow"); GameRegistry.registerItem(shuriken, "Shuriken"); GameRegistry.registerItem(throwingknife, "ThrowingKnife"); GameRegistry.registerItem(javelin, "Javelin"); // register projectile weapons GameRegistry.registerItem(shortbow, "ShortBow"); GameRegistry.registerItem(longbow, "LongBow"); GameRegistry.registerItem(crossbow, "Crossbow"); // register ammo GameRegistry.registerItem(arrowAmmo, "ArrowAmmo"); GameRegistry.registerItem(boltAmmo, "BoltAmmo"); // register patterns/casts GameRegistry.registerItem(woodPattern, "Pattern"); GameRegistry.registerItem(metalPattern, "Cast"); } private void addPartRecipies() { StencilBuilder.registerStencil(woodPattern, 0); StencilBuilder.registerStencil(woodPattern, 1); StencilBuilder.registerStencil(woodPattern, 2); StencilBuilder.registerStencil(woodPattern, 3); PatternBuilder.instance.addToolPattern(woodPattern); // todo: integrate into tcon int[] nonMetals = { 0, 1, 3, 4, 5, 6, 7, 8, 9, 17 }; int[] liquidDamage = new int[] { 2, 13, 10, 11, 12, 14, 15, 6, 16, 18 }; Item[] patternOutputs = new Item[] { partShuriken, partCrossbowLimb, partCrossbowBody, partBowLimb }; // register part crafting for (int m = 0; m < patternOutputs.length; m++) for (int nonMetal : nonMetals) TConstructRegistry.addPartMapping(woodPattern, m, nonMetal, new ItemStack(patternOutputs[m], 1, nonMetal)); // register part casting LiquidCasting tableCasting = TConstructRegistry.getTableCasting(); for(int i = 0; i < patternOutputs.length; i++) { ItemStack cast = new ItemStack(metalPattern, 1, i); tableCasting.addCastingRecipe(cast, new FluidStack(TinkerSmeltery.moltenAlubrassFluid, TConstruct.ingotLiquidValue), new ItemStack(patternOutputs[i], 1, Short.MAX_VALUE), false, 50); tableCasting.addCastingRecipe(cast, new FluidStack(TinkerSmeltery.moltenGoldFluid, TConstruct.ingotLiquidValue * 2), new ItemStack(patternOutputs[i], 1, Short.MAX_VALUE), false, 50); for (int iterTwo = 0; iterTwo < TinkerSmeltery.liquids.length; iterTwo++) { Fluid fs = TinkerSmeltery.liquids[iterTwo].getFluid(); int fluidAmount = ((IPattern) TinkerSmeltery.metalPattern).getPatternCost(cast) * TConstruct.ingotLiquidValue / 2; ItemStack metalCast = new ItemStack(patternOutputs[i], 1, liquidDamage[iterTwo]); tableCasting.addCastingRecipe(metalCast, new FluidStack(fs, fluidAmount), cast, 50); Smeltery.addMelting(FluidType.getFluidType(fs), metalCast, 0, fluidAmount); } } } private void registerMaterials() { // todo: un-hax TConstructRegistry.arrowMaterials.clear(); TConstructRegistry.bowMaterials.clear(); // todo: remove durability from this // Bow Materials: Material ID, durability, drawspeed, arrow speed // speed 3.0 == exactly the vanilla bow if 2 parts of speed 3 are used // Wooden stuff is flexible, therefore good TConstructRegistry.addBowMaterial(TinkerTools.MaterialID.Wood, 0, 18, 3.0f); // Wood // other organic materials also are good TConstructRegistry.addBowMaterial(MaterialID.Cactus, 0, 20, 2.4f); // Cactus TConstructRegistry.addBowMaterial(MaterialID.Bone, 0, 38, 2.0f); // Bone TConstructRegistry.addBowMaterial(MaterialID.Slime, 0, 28, 4.0f); // Slime TConstructRegistry.addBowMaterial(MaterialID.BlueSlime, 0, 21, 4.0f); // Blue Slime TConstructRegistry.addBowMaterial(MaterialID.Paper, 0, 25, 2.3f); // Paper // Metal stuff has a lot of POW, but takes LONG to wind up since it's so hard TConstructRegistry.addBowMaterial(MaterialID.Iron, 0, 40, 5.2f); // Iron TConstructRegistry.addBowMaterial(MaterialID.Steel, 0, 50, 5.5f); // Steel TConstructRegistry.addBowMaterial(MaterialID.PigIron, 0, 30, 5.2f); // Pig Iron - it's meat! TConstructRegistry.addBowMaterial(MaterialID.Ardite, 0, 50, 4.5f); // Ardite TConstructRegistry.addBowMaterial(MaterialID.Cobalt, 0, 35, 5.2f); // Cobalt TConstructRegistry.addBowMaterial(MaterialID.Manyullyn, 0, 45, 4.5f); // Manyullyn TConstructRegistry.addBowMaterial(MaterialID.Copper, 0, 30, 5.1f); // Copper TConstructRegistry.addBowMaterial(MaterialID.Bronze, 0, 35, 5.2f); // Bronze TConstructRegistry.addBowMaterial(MaterialID.Alumite, 0, 35, 4.8f); // Alumite - a bit stone-ish since it has obsidian // Stone doesn't bend. takes forever, has no pow. WHY WOULD YOU DO THAT TConstructRegistry.addBowMaterial(MaterialID.Stone, 0, 80, 1.0f); // Stone TConstructRegistry.addBowMaterial(MaterialID.Flint, 0, 80, 1.0f); // Flint TConstructRegistry.addBowMaterial(MaterialID.Obsidian, 0, 99, 1.0f); // Obsidian TConstructRegistry.addBowMaterial(MaterialID.Netherrack,0, 70, 1.0f); // Netherrack // Arrow Head Materials: Material ID, mass, fragility TConstructRegistry.addArrowMaterial(MaterialID.Wood, 0.69F, 1.0F, 100F); //Wood TConstructRegistry.addArrowMaterial(MaterialID.Stone, 2.05F, 5.0F, 100F); //Stone TConstructRegistry.addArrowMaterial(MaterialID.Iron, 3.6F, 0.5F, 100F); //Iron TConstructRegistry.addArrowMaterial(MaterialID.Flint, 1.325F, 1.0F, 100F); //Flint TConstructRegistry.addArrowMaterial(MaterialID.Cactus, 0.76F, 1.0F, 100F); //Cactus TConstructRegistry.addArrowMaterial(MaterialID.Bone, 0.69F, 1.0F, 100F); //Bone TConstructRegistry.addArrowMaterial(MaterialID.Obsidian, 2.4F, 1.0F, 100F); //Obsidian TConstructRegistry.addArrowMaterial(MaterialID.Netherrack, 1.5F, 1.0F, 100F); //Netherrack TConstructRegistry.addArrowMaterial(MaterialID.Slime, 0.22F, 0.0F, 100F); //Slime TConstructRegistry.addArrowMaterial(MaterialID.Paper, 0.69F, 3.0F, 90F); //Paper TConstructRegistry.addArrowMaterial(MaterialID.Cobalt, 3.0F, 0.25F, 100F); //Cobalt TConstructRegistry.addArrowMaterial(MaterialID.Ardite, 1.25F, 0.25F, 100F); //Ardite TConstructRegistry.addArrowMaterial(MaterialID.Manyullyn, 2.25F, 0.1F, 100F); //Manyullyn TConstructRegistry.addArrowMaterial(MaterialID.Copper, 2.7F, 0.5F, 100F); //Copper TConstructRegistry.addArrowMaterial(MaterialID.Bronze, 3.6F, 0.25F, 100F); //Bronze TConstructRegistry.addArrowMaterial(MaterialID.Alumite, 1.1F, 0.25F, 100F); //Alumite TConstructRegistry.addArrowMaterial(MaterialID.Steel, 3.6F, 0.25F, 100F); //Steel TConstructRegistry.addArrowMaterial(MaterialID.BlueSlime, 0.22F, 0.0F, 100F); //Blue Slime TConstructRegistry.addArrowMaterial(MaterialID.PigIron, 3.6F, 0.5F, 100F); //Pigiron // Arrow Shaft Materials: Material ID, crafting item, durability-medifier, mass, fragility TConstructRegistry.addCustomMaterial(ArrowShaftMaterial.createMaterial(0, Items.stick, 1.0f, 1.0f, 0.15f, 0x866526)); // wood: reference material, 10% break chance TConstructRegistry.addCustomMaterial(ArrowShaftMaterial.createMaterial(1, Items.bone, 0.95f, 1.2f, 0.05f, 0xede6bf)); // bone: heavier, but durable TConstructRegistry.addCustomMaterial(ArrowShaftMaterial.createMaterial(2, Items.reeds, 1.5f, 0.8f, 0.66f, 0xc7ff87)); // reed: light, but less durable TConstructRegistry.addCustomMaterial(ArrowShaftMaterial.createMaterial(3, Items.blaze_rod, 1.2f, 0.9f, 0.08f, 0xfff32d)); // blaze: tad lighter, tad more durable, fieryyyy // also add the tool rod variants, same stats TConstructRegistry.addCustomMaterial(ArrowShaftMaterial.createMaterial(0, TinkerTools.toolRod, MaterialID.Wood, 1.0f, 1.0f, 0.15f, 0x866526)); // wood: reference material, 10% break chance TConstructRegistry.addCustomMaterial(ArrowShaftMaterial.createMaterial(1, TinkerTools.toolRod, MaterialID.Bone, 0.95f, 1.2f, 0.01f, 0xede6bf)); // bone: heavier, but durable // Arrow Fletching Materials: Material ID } private void addWeaponRecipies() { TConstructRegistry.addToolRecipe(shuriken, partShuriken, partShuriken, partShuriken, partShuriken); TConstructRegistry.addToolRecipe(throwingknife, TinkerTools.knifeBlade, TinkerTools.toolRod); TConstructRegistry.addToolRecipe(javelin, TinkerTools.arrowhead, TinkerTools.toughRod, TinkerTools.toughRod); // hax //ToolRecipe recipe = ToolBuilder.instance.recipeList.get(TinkerTools.shortbow); //ToolBuilder.instance.recipeList.remove(TinkerTools.shortbow); //ToolBuilder.instance.combos.remove(recipe); // todo TConstructRegistry.addToolRecipe(shortbow, partBowLimb, TinkerTools.bowstring, partBowLimb); TConstructRegistry.addToolRecipe(longbow, partBowLimb, TinkerTools.bowstring, partBowLimb, TinkerTools.largePlate); TConstructRegistry.addToolRecipe(crossbow, partCrossbowLimb, partCrossbowBody, TinkerTools.bowstring, TinkerTools.toughBinding); TConstructRegistry.addToolRecipe(arrowAmmo, TinkerTools.arrowhead, partArrowShaft, TinkerTools.fletching); TConstructRegistry.addToolRecipe(boltAmmo, partBolt, partBolt, TinkerTools.fletching); } private void registerBoltCasting() { LiquidCasting tb = TConstructRegistry.getTableCasting(); // any fluid that is a toolpart material can be used for(Map.Entry entry : FluidType.fluidTypes.entrySet()) { // is tool material? if(!entry.getValue().isToolpart) continue; // get a casting recipe for it D: FluidStack liquid = new FluidStack(entry.getValue().fluid, TConstruct.ingotLiquidValue); CastingRecipe recipe = tb.getCastingRecipe(liquid, new ItemStack(TinkerSmeltery.metalPattern, 1, 2)); // pickaxe // no recipe found if(recipe == null) continue; // material id for the pickaxe head == material id for the fluid! such hack. wow. int matID = recipe.getResult().getItemDamage(); // register our casting stuff for(Integer id : TConstructRegistry.toolMaterials.keySet()) { ItemStack rod = new ItemStack(TinkerTools.toolRod, 1, id); if(((IToolPart)TinkerTools.toolRod).getMaterialID(rod) == -1) continue; tb.addCastingRecipe(DualMaterialToolPart.createDualMaterial(partBolt, id, matID), liquid, rod, true, 150); } } } }