package net.minecraft.item;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.potion.PotionEffect;
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 int potionId;
/** set by setPotionEffect */
private int potionDuration;
/** set by setPotionEffect */
private int potionAmplifier;
/** probably of the set potion effect occurring */
private float potionEffectProbability;
public ItemFood(int par1, int par2, float par3, boolean par4)
{
super(par1);
this.itemUseDuration = 32;
this.healAmount = par2;
this.isWolfsFavoriteMeat = par4;
this.saturationModifier = par3;
this.setCreativeTab(CreativeTabs.tabFood);
}
public ItemFood(int par1, int par2, boolean par3)
{
this(par1, par2, 0.6F, par3);
}
public ItemStack onEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
{
--par1ItemStack.stackSize;
par3EntityPlayer.getFoodStats().addStats(this);
par2World.playSoundAtEntity(par3EntityPlayer, "random.burp", 0.5F, par2World.rand.nextFloat() * 0.1F + 0.9F);
this.onFoodEaten(par1ItemStack, par2World, par3EntityPlayer);
return par1ItemStack;
}
protected void onFoodEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
{
if (!par2World.isRemote && this.potionId > 0 && par2World.rand.nextFloat() < this.potionEffectProbability)
{
par3EntityPlayer.addPotionEffect(new PotionEffect(this.potionId, this.potionDuration * 20, this.potionAmplifier));
}
}
/**
* How long it takes to use or consume an item
*/
public int getMaxItemUseDuration(ItemStack par1ItemStack)
{
return 32;
}
/**
* returns the action that specifies what animation to play when the items is being used
*/
public EnumAction getItemUseAction(ItemStack par1ItemStack)
{
return EnumAction.eat;
}
/**
* Called whenever this item is equipped and the right mouse button is pressed. Args: itemStack, world, entityPlayer
*/
public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer)
{
if (par3EntityPlayer.canEat(this.alwaysEdible))
{
par3EntityPlayer.setItemInUse(par1ItemStack, this.getMaxItemUseDuration(par1ItemStack));
}
return par1ItemStack;
}
public int getHealAmount()
{
return this.healAmount;
}
/**
* gets the saturationModifier of the ItemFood
*/
public float getSaturationModifier()
{
return this.saturationModifier;
}
/**
* Whether wolves like this food (true for raw and cooked porkchop).
*/
public boolean isWolfsFavoriteMeat()
{
return this.isWolfsFavoriteMeat;
}
/**
* sets a potion effect on the item. Args: int potionId, int duration (will be multiplied by 20), int amplifier,
* float probability of effect happening
*/
public ItemFood setPotionEffect(int par1, int par2, int par3, float par4)
{
this.potionId = par1;
this.potionDuration = par2;
this.potionAmplifier = par3;
this.potionEffectProbability = par4;
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;
}
}