mirror of
https://github.com/KAMKEEL/CustomNPC-Plus-API.git
synced 2026-11-14 13:14:44 +00:00
175 lines
4.7 KiB
Java
175 lines
4.7 KiB
Java
package noppes.npcs.api.event;
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import cpw.mods.fml.common.eventhandler.Cancelable;
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import noppes.npcs.api.IDamageSource;
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import noppes.npcs.api.ability.IAbility;
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import noppes.npcs.api.entity.ICustomNpc;
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import noppes.npcs.api.entity.IEntityLivingBase;
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import noppes.npcs.api.entity.IPlayer;
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/**
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* Events related to NPC ability execution.
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* These events are fired during the ability lifecycle.
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*/
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public interface IAbilityEvent extends INpcEvent {
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/**
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* Get the entity executing the ability (NPC or Player).
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* @return the entity executing the ability
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*/
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IEntityLivingBase getEntity();
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/**
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* Get the player executing the ability, or null if the caster is an NPC.
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* @return the player executing the ability, or null if NPC
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*/
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IPlayer getPlayer();
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/**
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* Whether the entity executing the ability is an NPC.
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* @return true if the executor is an NPC
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*/
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boolean isNPC();
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/**
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* Get the ability involved in this event.
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* @return the ability being executed
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*/
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IAbility getAbility();
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/**
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* Get the target of the ability, or null if no target.
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* @return the current target entity
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*/
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IEntityLivingBase getTarget();
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/**
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* Fired when an ability starts executing (enters WINDUP phase).
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* Canceling prevents the ability from starting.
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*/
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@Cancelable
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interface StartEvent extends IAbilityEvent {
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}
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/**
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* Fired when an ability enters the ACTIVE phase and performs its effect.
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* Canceling prevents the ability effect from occurring.
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*/
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@Cancelable
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interface ExecuteEvent extends IAbilityEvent {
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}
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/**
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* Fired when an ability is interrupted by damage.
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*/
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interface InterruptEvent extends IAbilityEvent {
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/**
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* Get the damage source that caused the interruption.
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* @return the damage source
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*/
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IDamageSource getDamageSource();
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/**
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* Get the amount of damage that caused the interruption.
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* @return the final damage dealt
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*/
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float getDamage();
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}
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/**
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* Fired when an ability completes its full execution cycle.
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*/
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interface CompleteEvent extends IAbilityEvent {
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}
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/**
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* Fired when a toggle ability is switched ON or OFF.
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* Canceling prevents the toggle from changing state.
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*/
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@Cancelable
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interface ToggleEvent extends IAbilityEvent {
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boolean isTogglingOn();
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int getOldState();
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int getNewState();
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}
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/**
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* Fired every 10 ticks for each active toggle ability.
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* Scripts can call setEnabled(false) to force-deactivate.
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*/
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interface ToggleUpdateEvent extends IAbilityEvent {
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int getTick();
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int getState();
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boolean isEnabled();
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void setEnabled(boolean enabled);
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}
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/**
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* Fired when an ability hits an entity with damage.
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* Canceling this event prevents the damage from being applied.
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*/
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@Cancelable
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interface HitEvent extends IAbilityEvent {
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/**
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* Get the entity that was hit by the ability.
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* @return the entity that was hit
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*/
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IEntityLivingBase getHitEntity();
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/**
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* Get the damage amount.
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* @return the damage amount
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*/
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float getDamage();
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/**
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* Set the damage amount. Allows scripts to modify damage.
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* @param damage the new damage amount
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*/
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void setDamage(float damage);
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/**
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* Get the horizontal knockback amount.
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* @return the knockback strength
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*/
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float getKnockback();
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/**
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* Set the horizontal knockback amount.
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* @param knockback the new knockback strength
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*/
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void setKnockback(float knockback);
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/**
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* Get the vertical knockback (upward force) amount.
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* @return the upward knockback component
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*/
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float getKnockbackUp();
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/**
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* Set the vertical knockback (upward force) amount.
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* @param knockbackUp the new upward knockback component
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*/
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void setKnockbackUp(float knockbackUp);
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}
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/**
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* Fired every tick while an ability is executing.
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* Provides the current phase and tick count.
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*/
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interface TickEvent extends IAbilityEvent {
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/**
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* Get the current phase of the ability.
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* 0 = IDLE, 1 = WINDUP, 2 = ACTIVE, 3 = DAZED, 4 = BURST_DELAY
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* @return the current ability phase (0=IDLE, 1=WINDUP, 2=ACTIVE, 3=DAZED, 4=BURST_DELAY)
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*/
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int getAbilityPhase();
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/**
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* Get the current tick count within the phase.
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* @return the current tick within the phase
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*/
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int getTick();
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}
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}
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