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TinkersConstruct/src/main/java/tconstruct/weaponry/TinkerWeaponry.java
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2022-12-29 20:32:48 +01:00

581 lines
27 KiB
Java

package tconstruct.weaponry;
import static tconstruct.tools.TinkerTools.MaterialID;
import cpw.mods.fml.common.FMLCommonHandler;
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 java.util.Map;
import java.util.Random;
import mantle.pulsar.pulse.Handler;
import mantle.pulsar.pulse.Pulse;
import net.minecraft.block.BlockDispenser;
import net.minecraft.dispenser.IPosition;
import net.minecraft.init.Blocks;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.world.World;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.fluids.Fluid;
import net.minecraftforge.fluids.FluidStack;
import tconstruct.TConstruct;
import tconstruct.library.TConstructRegistry;
import tconstruct.library.crafting.*;
import tconstruct.library.entity.ProjectileBase;
import tconstruct.library.tools.DualMaterialToolPart;
import tconstruct.library.tools.DynamicToolPart;
import tconstruct.library.tools.FletchlingLeafMaterial;
import tconstruct.library.util.BehaviorProjectileBaseDispense;
import tconstruct.library.util.IPattern;
import tconstruct.library.util.IToolPart;
import tconstruct.library.weaponry.AmmoItem;
import tconstruct.library.weaponry.AmmoWeapon;
import tconstruct.library.weaponry.ArrowShaftMaterial;
import tconstruct.library.weaponry.ProjectileWeapon;
import tconstruct.modifiers.tools.ModAmmoRestock;
import tconstruct.modifiers.tools.ModAttack;
import tconstruct.modifiers.tools.ModWindup;
import tconstruct.smeltery.TinkerSmeltery;
import tconstruct.tools.TinkerTools;
import tconstruct.tools.items.Bowstring;
import tconstruct.tools.items.Fletching;
import tconstruct.tools.items.Pattern;
import tconstruct.util.config.PHConstruct;
import tconstruct.weaponry.ammo.ArrowAmmo;
import tconstruct.weaponry.ammo.BoltAmmo;
import tconstruct.weaponry.entity.*;
import tconstruct.weaponry.items.Boneana;
import tconstruct.weaponry.items.GlassArrows;
import tconstruct.weaponry.items.WeaponryPattern;
import tconstruct.weaponry.items.WeaponryPatternClay;
import tconstruct.weaponry.weapons.*;
import tconstruct.world.TinkerWorld;
@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 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;
public static ItemStack creativeBolt;
// Tool Parts
public static Item bowstring;
public static DynamicToolPart arrowhead;
public static Item fletching;
public static DynamicToolPart partShuriken;
public static DynamicToolPart partArrowShaft; // not craftable, used internally
public static DynamicToolPart partBowLimb;
public static DynamicToolPart partCrossbowLimb;
public static DynamicToolPart partCrossbowBody;
public static DualMaterialToolPart partBolt;
// patterns/casts
public static Pattern woodPattern;
public static Pattern metalPattern;
public static Pattern clayPattern;
// legendary weapons?
public static GlassArrows glassArrows;
public static Boneana boneana;
// other stuff
public static ModAttack modAttack;
public static Random random = new Random();
public static Item[] patternOutputs;
@Handler
public void preInit(FMLPreInitializationEvent event) {
registerItems();
registerLegendaries();
registerMaterials();
}
@Handler
public void init(FMLInitializationEvent event) {
addPartRecipies();
addWeaponRecipies();
setupCreativeTab();
// Modifiers
ItemStack redstoneItem = new ItemStack(Items.redstone);
ItemStack redstoneBlock = new ItemStack(Blocks.redstone_block);
ModifyBuilder.registerModifier(
new ModWindup(2, new ItemStack[] {redstoneItem, redstoneBlock}, new int[] {1, 9}));
ModifyBuilder.registerModifier(new ModAmmoRestock());
modAttack = new ModAttack(
"Quartz",
11,
new ItemStack[] {new ItemStack(Items.quartz), new ItemStack(Blocks.quartz_block, 1, Short.MAX_VALUE)},
new int[] {1, 4},
true);
ModifyBuilder.registerModifier(modAttack);
TConstructRegistry.registerActiveToolMod(new WeaponryActiveToolMod());
registerDispenserProjectiles();
}
@Handler
public void postInit(FMLPostInitializationEvent event) {
// this handler takes care that ammo weapons get ammo.
WeaponryHandler weaponryHandler = new WeaponryHandler();
MinecraftForge.EVENT_BUS.register(weaponryHandler);
FMLCommonHandler.instance().bus().register(weaponryHandler);
// "vanilla" bolt:
// iron-tipped wood-shaft with feather fletching
ItemStack headStack = DualMaterialToolPart.createDualMaterial(
boltAmmo.getHeadItem(), TinkerTools.MaterialID.Wood, TinkerTools.MaterialID.Iron);
ItemStack handleStack = new ItemStack(boltAmmo.getAccessoryItem(), 1, 0); // feather fletchling
ItemStack tool = ToolBuilder.instance.buildTool(headStack, handleStack, null, null, "");
if (tool != null) {
tool.getTagCompound().getCompoundTag("InfiTool").setBoolean("Built", true);
creativeBolt = tool;
} else TConstruct.logger.error("Couldn't build basic Tinker Bolt for creative crossbow shootnig");
proxy.init();
registerBoltCasting();
}
private void registerItems() {
// create tool part
TinkerTools.bowstring = bowstring = new Bowstring().setUnlocalizedName("tconstruct.Bowstring");
TinkerTools.arrowhead = arrowhead = new DynamicToolPart("_arrowhead", "ArrowHead");
TinkerTools.fletching = fletching = new Fletching().setUnlocalizedName("tconstruct.Fletching");
partShuriken = new DynamicToolPart("_shuriken", "Shuriken");
partArrowShaft = new DynamicToolPart("_arrow_shaft", "Shaft", ArrowShaftMaterial.class);
partBowLimb = new DynamicToolPart("_bow_limb", "BowLimb");
partCrossbowLimb = new DynamicToolPart("_crossbow_limb", "CrossbowLimb");
partCrossbowBody = new DynamicToolPart("_crossbow_body", "CrossbowBody");
partBolt = new DualMaterialToolPart("_bolt", "Bolt");
// create throwing weapons
shuriken = new Shuriken();
throwingknife = new ThrowingKnife();
javelin = new Javelin();
// create projectile weapons
TinkerTools.shortbow = 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_", "MetalPattern");
clayPattern = new WeaponryPatternClay("clay_cast_", "ClayPattern");
// register tool parts
GameRegistry.registerItem(bowstring, "bowstring"); // 1.8 todo: rename properly?
GameRegistry.registerItem(arrowhead, "arrowhead");
GameRegistry.registerItem(fletching, "fletching");
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(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");
GameRegistry.registerItem(clayPattern, "Clay Cast");
}
private void addPartRecipies() {
StencilBuilder.registerStencil(21, TinkerTools.woodPattern, 25); // arrow head
StencilBuilder.registerStencil(22, TinkerTools.woodPattern, 24); // fletchling
StencilBuilder.registerStencil(23, TinkerTools.woodPattern, 23); // bowstring
StencilBuilder.registerStencil(24, woodPattern, 0);
StencilBuilder.registerStencil(25, woodPattern, 1);
StencilBuilder.registerStencil(26, woodPattern, 2);
StencilBuilder.registerStencil(27, 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};
patternOutputs = new Item[] {partShuriken, partCrossbowLimb, partCrossbowBody, partBowLimb};
// register part crafting
if (PHConstruct.craftMetalTools) {
for (int m = 0; m < patternOutputs.length; m++)
for (int i = 0; i < 18; i++)
TConstructRegistry.addPartMapping(woodPattern, m, i, new ItemStack(patternOutputs[m], 1, i));
} else {
for (int m = 0; m < patternOutputs.length; m++)
for (int nonMetal : nonMetals)
TConstructRegistry.addPartMapping(
woodPattern, m, nonMetal, new ItemStack(patternOutputs[m], 1, nonMetal));
}
// arrowhead is still integrated in tinkertools.. bla n stuff
for (int nonMetal : nonMetals)
TConstructRegistry.addPartMapping(
TinkerTools.woodPattern, 25, nonMetal, new ItemStack(arrowhead, 1, nonMetal));
// register part casting
if (TConstruct.pulsar.isPulseLoaded("Tinkers' Smeltery")) {
LiquidCasting tableCasting = TConstructRegistry.getTableCasting();
for (int i = 0; i < patternOutputs.length; i++) {
ItemStack cast = new ItemStack(metalPattern, 1, i);
ItemStack clay_cast = new ItemStack(clayPattern, 1, i);
tableCasting.addCastingRecipe(
cast,
new FluidStack(TinkerSmeltery.moltenAlubrassFluid, TConstruct.ingotLiquidValue),
new ItemStack(patternOutputs[i], 1, Short.MAX_VALUE),
false,
50);
if (!PHConstruct.removeGoldCastRecipes)
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 = 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);
}
}
// Register clay part casting for BowLimbs
for (int iterTwo = 0; iterTwo < TinkerSmeltery.liquids.length; iterTwo++) {
Fluid fs = TinkerSmeltery.liquids[iterTwo].getFluid();
ItemStack clay_cast = new ItemStack(clayPattern, 1, 3);
int fluidAmount = clayPattern.getPatternCost(clay_cast) * TConstruct.ingotLiquidValue / 2;
tableCasting.addCastingRecipe(
new ItemStack(patternOutputs[3], 1, liquidDamage[iterTwo]),
new FluidStack(fs, fluidAmount),
clay_cast,
true,
50);
}
ItemStack cast = new ItemStack(TinkerSmeltery.metalPattern, 1, 25);
ItemStack clay_cast = new ItemStack(TinkerSmeltery.clayPattern, 1, 25);
tableCasting.addCastingRecipe(
cast,
new FluidStack(TinkerSmeltery.moltenAlubrassFluid, TConstruct.ingotLiquidValue),
new ItemStack(arrowhead, 1, Short.MAX_VALUE),
false,
50);
if (!PHConstruct.removeGoldCastRecipes)
tableCasting.addCastingRecipe(
cast,
new FluidStack(TinkerSmeltery.moltenGoldFluid, TConstruct.ingotLiquidValue * 2),
new ItemStack(arrowhead, 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(arrowhead, 1, liquidDamage[iterTwo]);
tableCasting.addCastingRecipe(metalCast, new FluidStack(fs, fluidAmount), cast, 50);
tableCasting.addCastingRecipe(metalCast, new FluidStack(fs, fluidAmount), clay_cast, true, 50);
Smeltery.addMelting(FluidType.getFluidType(fs), metalCast, 0, fluidAmount);
}
// Stone parts
FluidType stone = FluidType.getFluidType("Stone");
for (int sc = 0; sc < patternOutputs.length; sc++) {
if (patternOutputs[sc] != null) {
ItemStack item = new ItemStack(patternOutputs[sc], 1, 1);
int amount = (8 * woodPattern.getPatternCost(new ItemStack(woodPattern, 1, sc))) / 2;
Smeltery.addMelting(stone, item, 1, amount);
}
}
}
}
private void registerLegendaries() {
glassArrows = new GlassArrows();
boneana = new Boneana();
GameRegistry.registerItem(glassArrows, "GlassArrows");
GameRegistry.registerItem(boneana, "Boneana");
}
private void registerMaterials() {
// 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. Reference.
TConstructRegistry.addBowMaterial(MaterialID.Wood, 18, 3.0f); // Wood
// other organic materials also are good
TConstructRegistry.addBowMaterial(MaterialID.Cactus, 20, 3.4f); // Cactus
TConstructRegistry.addBowMaterial(MaterialID.Bone, 38, 3.0f); // Bone
TConstructRegistry.addBowMaterial(MaterialID.Slime, 28, 4.2f); // Slime
TConstructRegistry.addBowMaterial(MaterialID.BlueSlime, 21, 4.0f); // Blue Slime
TConstructRegistry.addBowMaterial(MaterialID.Paper, 10, 1.1f); // Paper
// Metal stuff has a lot of POW, but takes LONG to wind up since it's so hard
TConstructRegistry.addBowMaterial(MaterialID.Iron, 54, 5.2f); // Iron
TConstructRegistry.addBowMaterial(MaterialID.Steel, 60, 5.5f); // Steel
TConstructRegistry.addBowMaterial(MaterialID.PigIron, 42, 5.2f); // Pig Iron - it's meat!
TConstructRegistry.addBowMaterial(MaterialID.Ardite, 55, 4.9f); // Ardite
TConstructRegistry.addBowMaterial(MaterialID.Cobalt, 45, 5.3f); // Cobalt
TConstructRegistry.addBowMaterial(MaterialID.Manyullyn, 50, 5.0f); // Manyullyn
TConstructRegistry.addBowMaterial(MaterialID.Copper, 40, 4.9f); // Copper
TConstructRegistry.addBowMaterial(MaterialID.Bronze, 45, 5.1f); // Bronze
TConstructRegistry.addBowMaterial(
MaterialID.Alumite, 45, 5.0f); // 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, 90, 1.0f); // Stone
TConstructRegistry.addBowMaterial(MaterialID.Flint, 90, 1.0f); // Flint
TConstructRegistry.addBowMaterial(MaterialID.Obsidian, 109, 1.0f); // Obsidian
TConstructRegistry.addBowMaterial(MaterialID.Netherrack, 80, 1.0f); // Netherrack
// Arrow Head Materials: Material ID, mass, fragility
TConstructRegistry.addArrowMaterial(MaterialID.Wood, 0.69F, 0.5F); // Wood
TConstructRegistry.addArrowMaterial(MaterialID.Stone, 2.05F, 1.0F); // Stone
TConstructRegistry.addArrowMaterial(MaterialID.Iron, 3.3F, 0.8F); // Iron
TConstructRegistry.addArrowMaterial(MaterialID.Flint, 1.325F, 1.0F); // Flint
TConstructRegistry.addArrowMaterial(MaterialID.Cactus, 0.76F, 1.0F); // Cactus
TConstructRegistry.addArrowMaterial(MaterialID.Bone, 1.69F, 1.0F); // Bone
TConstructRegistry.addArrowMaterial(MaterialID.Obsidian, 2.4F, 1.0F); // Obsidian
TConstructRegistry.addArrowMaterial(MaterialID.Netherrack, 1.5F, 1.3F); // Netherrack
TConstructRegistry.addArrowMaterial(MaterialID.Slime, 0.22F, 0.0F); // Slime
TConstructRegistry.addArrowMaterial(MaterialID.Paper, 0.69F, 10.0F); // Paper
TConstructRegistry.addArrowMaterial(MaterialID.Cobalt, 3.0F, 2.0f); // Cobalt
TConstructRegistry.addArrowMaterial(MaterialID.Ardite, 1.25F, 2.0f); // Ardite
TConstructRegistry.addArrowMaterial(MaterialID.Manyullyn, 2.25F, 1.0F); // Manyullyn
TConstructRegistry.addArrowMaterial(MaterialID.Copper, 2.7F, 1.1F); // Copper
TConstructRegistry.addArrowMaterial(MaterialID.Bronze, 3.2F, 1.2f); // Bronze
TConstructRegistry.addArrowMaterial(MaterialID.Alumite, 1.1F, 0.7f); // Alumite
TConstructRegistry.addArrowMaterial(MaterialID.Steel, 3.6F, 0.9f); // Steel
TConstructRegistry.addArrowMaterial(MaterialID.BlueSlime, 0.22F, 0.0F); // Blue Slime
TConstructRegistry.addArrowMaterial(MaterialID.PigIron, 3.0F, 0.5F); // 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, 1.8f, 0.02f, 0xede6bf)); // bone: heavier, but durable
TConstructRegistry.addCustomMaterial(ArrowShaftMaterial.createMaterial(
2, Items.reeds, 1.5f, 0.5f, 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, 1.8f, 0.02f, 0xede6bf)); // bone: heavier, but durable
// Arrow Fletching Materials
TConstructRegistry.addFletchingMaterial(
0,
2,
new ItemStack(Items.feather),
new ItemStack(TinkerWeaponry.fletching, 1, 0),
95F,
0.05F,
1.0f,
0xffffff); // Feather
TConstructRegistry.addCustomMaterial(new FletchlingLeafMaterial(
1,
2,
"treeLeaves",
new ItemStack(TinkerWeaponry.fletching, 1, 1),
75F,
0F,
2.5f)); // all vanilla and oredicted leaves. and all leaves in general.
TConstructRegistry.addFletchingMaterial(
2,
2,
new ItemStack(TinkerTools.materials, 1, 1),
new ItemStack(TinkerWeaponry.fletching, 1, 2),
100F,
0.005F,
0.8f,
0x82c873); // Slime
TConstructRegistry.addFletchingMaterial(
3,
2,
new ItemStack(TinkerTools.materials, 1, 17),
new ItemStack(TinkerWeaponry.fletching, 1, 3),
100F,
0.005F,
0.8f,
0x74c8c7); // BlueSlime
TConstructRegistry.addFletchingMaterial(
4,
2,
new ItemStack(TinkerWorld.slimeLeaves, 1, 0),
new ItemStack(TinkerWeaponry.fletching, 1, 4),
98F,
0.02F,
1.4F,
0x74e8c7); // Slime leaves
// Bowstring Materials
TConstructRegistry.addBowstringMaterial(
0,
2,
new ItemStack(Items.string),
new ItemStack(TinkerWeaponry.bowstring, 1, 0),
1F,
1F,
1f,
0xeeeeee); // String
}
private void addWeaponRecipies() {
TConstructRegistry.addToolRecipe(shuriken, partShuriken, partShuriken, partShuriken, partShuriken);
TConstructRegistry.addToolRecipe(throwingknife, TinkerTools.knifeBlade, TinkerTools.toolRod);
TConstructRegistry.addToolRecipe(javelin, arrowhead, TinkerTools.toughRod, TinkerTools.toughRod);
TConstructRegistry.addToolRecipe(shortbow, partBowLimb, bowstring, partBowLimb);
TConstructRegistry.addToolRecipe(longbow, partBowLimb, bowstring, partBowLimb, TinkerTools.largePlate);
TConstructRegistry.addToolRecipe(
crossbow, partCrossbowLimb, partCrossbowBody, bowstring, TinkerTools.toughBinding);
TConstructRegistry.addToolRecipe(arrowAmmo, arrowhead, partArrowShaft, fletching);
TConstructRegistry.addToolRecipe(boltAmmo, partBolt, partBolt, fletching);
}
private void registerBoltCasting() {
if (PHConstruct.alternativeBoltRecipe) GameRegistry.addRecipe(new AlternateBoltRecipe());
LiquidCasting tb = TConstructRegistry.getTableCasting();
// any fluid that is a toolpart material can be used
for (Map.Entry<String, FluidType> 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);
}
}
}
private void setupCreativeTab() {
ItemStack tool = new ItemStack(TinkerWeaponry.longbow, 1, 0);
NBTTagCompound compound = new NBTTagCompound();
compound.setTag("InfiTool", new NBTTagCompound());
compound.getCompoundTag("InfiTool").setInteger("RenderHead", 0);
compound.getCompoundTag("InfiTool").setInteger("RenderHandle", 0);
compound.getCompoundTag("InfiTool").setInteger("RenderAccessory", 0);
compound.getCompoundTag("InfiTool").setInteger("RenderExtra", 1);
tool.setTagCompound(compound);
TConstructRegistry.weaponryTab.init(tool);
}
private void registerDispenserProjectiles() {
// shuriken
BlockDispenser.dispenseBehaviorRegistry.putObject(shuriken, new BehaviorProjectileBaseDispense() {
@Override
protected ProjectileBase getProjectileEntity(World world, IPosition position, ItemStack stack) {
return new ShurikenEntity(world, position.getX(), position.getY(), position.getZ());
}
@Override
protected float ballistic() {
// shurikens are shot out straight
return 0f;
}
});
// throwing knifes
BlockDispenser.dispenseBehaviorRegistry.putObject(throwingknife, new BehaviorProjectileBaseDispense() {
@Override
protected ProjectileBase getProjectileEntity(World world, IPosition position, ItemStack stack) {
return new ThrowingKnifeEntity(world, position.getX(), position.getY(), position.getZ());
}
});
// Javelin
BlockDispenser.dispenseBehaviorRegistry.putObject(javelin, new BehaviorProjectileBaseDispense() {
@Override
protected ProjectileBase getProjectileEntity(World world, IPosition position, ItemStack stack) {
return new JavelinEntity(world, position.getX(), position.getY(), position.getZ());
}
});
// arrows
BlockDispenser.dispenseBehaviorRegistry.putObject(arrowAmmo, new BehaviorProjectileBaseDispense() {
@Override
protected ProjectileBase getProjectileEntity(World world, IPosition position, ItemStack stack) {
return new ArrowEntity(world, position.getX(), position.getY(), position.getZ());
}
});
// bolts
BlockDispenser.dispenseBehaviorRegistry.putObject(boltAmmo, new BehaviorProjectileBaseDispense() {
@Override
protected ProjectileBase getProjectileEntity(World world, IPosition position, ItemStack stack) {
return new BoltEntity(world, position.getX(), position.getY(), position.getZ());
}
});
}
}