package minefantasy.mf2.item.weapon;
import java.util.Random;
import minefantasy.mf2.api.weapon.WeaponClass;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.util.DamageSource;
/**
* @author Anonymous Productions
*/
public class ItemGreatswordMF extends ItemHeavyWeaponMF
{
private Random rand = new Random();
/**
* Greatswords are heavy counterparts to swords, with added damage, knockback and parrying arc
*/
public ItemGreatswordMF(String name, ToolMaterial material, int rarity, float weight)
{
super(material, name, rarity, weight);
}
@Override
public boolean canBlock()
{
return true;
}
/**
* Determines if the weapon can parry
*/
@Override
public boolean canWeaponParry()
{
return true;
}
@Override
public boolean canWeaponEvade()
{
return true;
}
@Override
protected int getParryDamage(float dam)
{
return 1;
}
/**
* gets the time after being hit your guard will be let down
*/
@Override
public int getParryCooldown(EntityLivingBase user)
{
return 12;
}
/**
* Gets the angle the weapon can parry
*/
@Override
public float getParryAngleModifier(EntityLivingBase user)
{
return 1.5F;
}
/**
* Gets the multiplier for the parry threshold
* @return
*/
@Override
public float getParryDamageModifier(EntityLivingBase user)
{
return user instanceof EntityPlayer ? 3.0F : 1.5F;
}
@Override
public boolean playCustomParrySound(EntityLivingBase blocker, Entity attacker, ItemStack weapon)
{
blocker.worldObj.playSoundAtEntity(blocker, "mob.zombie.metal", 1.0F, 0.75F + (rand.nextFloat()*0.5F));
return true;
}
@Override
public float getBalance()
{
return 0.5F;
}
@Override
protected boolean canAnyMobParry()
{
return true;
}
@Override
public int modifyHitTime(EntityLivingBase user, ItemStack item)
{
return super.modifyHitTime(user, item) + speedModSword;
}
/**
* gets the time after being hit your guard will be let down
*/
@Override
public int getParryCooldown(DamageSource source, float dam, ItemStack weapon)
{
return swordParryTime + heavyParryTime;
}
@Override
protected float getStaminaMod()
{
return heavyStaminaCost*swordStaminaCost;
}
@Override
public WeaponClass getWeaponClass()
{
return WeaponClass.BLADE;
}
@Override
public boolean canCounter()
{
return true;
}
@Override
public float[] getCounterRatio()
{
return maceRatio;
}
@Override
public float getCounterDamage()
{
return 0.5F;
}
}