Files
Mohammad-Ali Minaie b86dedad2f base mod created
2018-10-08 09:07:47 -04:00

146 lines
4.7 KiB
Java

package net.minecraft.item;
import net.minecraft.advancements.CriteriaTriggers;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraft.init.SoundEvents;
import net.minecraft.potion.PotionEffect;
import net.minecraft.stats.StatList;
import net.minecraft.util.ActionResult;
import net.minecraft.util.EnumActionResult;
import net.minecraft.util.EnumHand;
import net.minecraft.util.SoundCategory;
import net.minecraft.world.World;
public class ItemFood extends Item
{
/** Number of ticks to run while 'EnumAction'ing until result. */
public final int itemUseDuration;
/** The amount this food item heals the player. */
private final int healAmount;
private final float saturationModifier;
/** Whether wolves like this food (true for raw and cooked porkchop). */
private final boolean isWolfsFavoriteMeat;
/** If this field is true, the food can be consumed even if the player don't need to eat. */
private boolean alwaysEdible;
/** represents the potion effect that will occurr upon eating this food. Set by setPotionEffect */
private PotionEffect potionId;
/** probably of the set potion effect occurring */
private float potionEffectProbability;
public ItemFood(int amount, float saturation, boolean isWolfFood)
{
this.itemUseDuration = 32;
this.healAmount = amount;
this.isWolfsFavoriteMeat = isWolfFood;
this.saturationModifier = saturation;
this.setCreativeTab(CreativeTabs.FOOD);
}
public ItemFood(int amount, boolean isWolfFood)
{
this(amount, 0.6F, isWolfFood);
}
/**
* Called when the player finishes using this Item (E.g. finishes eating.). Not called when the player stops using
* the Item before the action is complete.
*/
public ItemStack onItemUseFinish(ItemStack stack, World worldIn, EntityLivingBase entityLiving)
{
if (entityLiving instanceof EntityPlayer)
{
EntityPlayer entityplayer = (EntityPlayer)entityLiving;
entityplayer.getFoodStats().addStats(this, stack);
worldIn.playSound((EntityPlayer)null, entityplayer.posX, entityplayer.posY, entityplayer.posZ, SoundEvents.ENTITY_PLAYER_BURP, SoundCategory.PLAYERS, 0.5F, worldIn.rand.nextFloat() * 0.1F + 0.9F);
this.onFoodEaten(stack, worldIn, entityplayer);
entityplayer.addStat(StatList.getObjectUseStats(this));
if (entityplayer instanceof EntityPlayerMP)
{
CriteriaTriggers.CONSUME_ITEM.trigger((EntityPlayerMP)entityplayer, stack);
}
}
stack.shrink(1);
return stack;
}
protected void onFoodEaten(ItemStack stack, World worldIn, EntityPlayer player)
{
if (!worldIn.isRemote && this.potionId != null && worldIn.rand.nextFloat() < this.potionEffectProbability)
{
player.addPotionEffect(new PotionEffect(this.potionId));
}
}
/**
* How long it takes to use or consume an item
*/
public int getMaxItemUseDuration(ItemStack stack)
{
return 32;
}
/**
* returns the action that specifies what animation to play when the items is being used
*/
public EnumAction getItemUseAction(ItemStack stack)
{
return EnumAction.EAT;
}
/**
* Called when the equipped item is right clicked.
*/
public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn)
{
ItemStack itemstack = playerIn.getHeldItem(handIn);
if (playerIn.canEat(this.alwaysEdible))
{
playerIn.setActiveHand(handIn);
return new ActionResult<ItemStack>(EnumActionResult.SUCCESS, itemstack);
}
else
{
return new ActionResult<ItemStack>(EnumActionResult.FAIL, itemstack);
}
}
public int getHealAmount(ItemStack stack)
{
return this.healAmount;
}
public float getSaturationModifier(ItemStack stack)
{
return this.saturationModifier;
}
/**
* Whether wolves like this food (true for raw and cooked porkchop).
*/
public boolean isWolfsFavoriteMeat()
{
return this.isWolfsFavoriteMeat;
}
public ItemFood setPotionEffect(PotionEffect effect, float probability)
{
this.potionId = effect;
this.potionEffectProbability = probability;
return this;
}
/**
* Set the field 'alwaysEdible' to true, and make the food edible even if the player don't need to eat.
*/
public ItemFood setAlwaysEdible()
{
this.alwaysEdible = true;
return this;
}
}