package gregtech.api.interfaces; import gregtech.api.items.GT_MetaGenerated_Tool; import java.util.List; import net.minecraft.block.Block; import net.minecraft.enchantment.Enchantment; 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; import net.minecraftforge.event.world.BlockEvent; /** * The Stats for GT Tools. Not including any Material Modifiers. * * And this is supposed to not have any ItemStack Parameters as these are generic Stats. */ public interface IToolStats { /** * Called when aPlayer crafts this Tool */ public void onToolCrafted(ItemStack aStack, EntityPlayer aPlayer); /** * Called when this gets added to a Tool Item */ public void onStatsAddedToTool(GT_MetaGenerated_Tool aItem, int aID); /** * @return Damage the Tool receives when breaking a Block. 100 is one Damage Point (or 100 EU). */ public int getToolDamagePerBlockBreak(); /** * @return Damage the Tool receives when converting the drops of a Block. 100 is one Damage Point (or 100 EU). */ public int getToolDamagePerDropConversion(); /** * @return Damage the Tool receives when being used as Container Item. 100 is one use, however it is usually 8 times more than normal. */ public int getToolDamagePerContainerCraft(); /** * @return Damage the Tool receives when being used as Weapon, 200 is the normal Value, 100 for actual Weapons. */ public int getToolDamagePerEntityAttack(); /** * @return Basic Quality of the Tool, 0 is normal. If increased, it will increase the general quality of all Tools of this Type. Decreasing is also possible. */ public int getBaseQuality(); /** * @return The Damage Bonus for this Type of Tool against Mobs. 1.0F is normal punch. */ public float getBaseDamage(); /** * @return This gets the Hurt Resistance time for Entities getting hit. (always does 1 as minimum) */ public int getHurtResistanceTime(int aOriginalHurtResistance, Entity aEntity); /** * @return This is a multiplier for the Tool Speed. 1.0F = no special Speed. */ public float getSpeedMultiplier(); /** * @return This is a multiplier for the Tool Speed. 1.0F = no special Durability. */ public float getMaxDurabilityMultiplier(); public DamageSource getDamageSource(EntityLivingBase aPlayer, Entity aEntity); public String getMiningSound(); public String getCraftingSound(); public String getEntityHitSound(); public String getBreakingSound(); public Enchantment[] getEnchantments(ItemStack aStack); public int[] getEnchantmentLevels(ItemStack aStack); /** * @return If this Tool can be used for blocking Damage like a Sword. */ public boolean canBlock(); /** * @return If this Tool can be used as an RC Crowbar. */ public boolean isCrowbar(); /** * @return If this Tool can be used as an RC Crowbar. */ public boolean isGrafter(); /** * @return If this Tool can be used as Weapon i.e. if that is the main purpose. */ public boolean isWeapon(); /** * @return If this Tool is a Ranged Weapon. Return false at isWeapon unless you have a Blade attached to your Bow/Gun or something */ public boolean isRangedWeapon(); /** * @return If this Tool can be used as Weapon i.e. if that is the main purpose. */ public boolean isMiningTool(); /** * aBlock.getHarvestTool(aMetaData) can return the following Values for example. * "axe", "pickaxe", "sword", "shovel", "hoe", "grafter", "saw", "wrench", "crowbar", "file", "hammer", "plow", "plunger", "scoop", "screwdriver", "sense", "scythe", "softhammer", "cutter", "plasmatorch" * @return If this is a minable Block. Tool Quality checks (like Diamond Tier or something) are separate from this check. */ public boolean isMinableBlock(Block aBlock, byte aMetaData); /** * This lets you modify the Drop List, when this type of Tool has been used. * @return the Amount of modified Items. */ public int convertBlockDrops(List aDrops, ItemStack aStack, EntityPlayer aPlayer, Block aBlock, int aX, int aY, int aZ, byte aMetaData, int aFortune, boolean aSilkTouch, BlockEvent.HarvestDropsEvent aEvent); /** * @return Returns a broken Version of the Item. */ public ItemStack getBrokenItem(ItemStack aStack); /** * @return the Damage actually done to the Mob. */ public float getNormalDamageAgainstEntity(float aOriginalDamage, Entity aEntity, ItemStack aStack, EntityPlayer aPlayer); /** * @return the Damage actually done to the Mob. */ public float getMagicDamageAgainstEntity(float aOriginalDamage, Entity aEntity, ItemStack aStack, EntityPlayer aPlayer); public IIconContainer getIcon(boolean aIsToolHead, ItemStack aStack); public short[] getRGBa(boolean aIsToolHead, ItemStack aStack); }