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A Minecraft Bukkit plugin aiming to provide an easy code API and skill editor for all server owners to create unique and fully custom classes and skills.

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/**
 * SkillAPI
 * com.sucy.skill.dynamic.Trigger
 * 

* The MIT License (MIT) *

* Copyright (c) 2014 Steven Sucy *

* Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software") to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: *

* The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. *

* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package com.sucy.skill.dynamic.trigger; import com.sucy.skill.api.Settings; import com.sucy.skill.dynamic.DynamicSkill; import org.bukkit.entity.LivingEntity; import org.bukkit.event.Event; import java.util.Map; /** * Possible triggers for dynamic skill effects */ public interface Trigger { /** * @return unique key for the trigger */ String getKey(); /** * @return class of the event related to the trigger */ Class getEvent(); /** * @param event event details * @param level the level of the owning skill * @param settings skill settings * @return true if the skill should activate, false otherwise */ boolean shouldTrigger(final E event, final int level, final Settings settings); /** * Reads data from the event and provides values to the caster's value data. This can be used within * skills for more flexible effects. An example of this in base triggers is the Launch trigger providing * the speed a projectile was launched so mechanics can replace it with equally-fast projectiles. * * @param event event details * @param data caster's value data to populate */ void setValues(final E event, final Map data); /** * Fetches the caster as determined by the triggering event. * * @param event event details * @return the one to apply the trigger for */ LivingEntity getCaster(final E event); /** * Fetches the target as determined by the triggering event. This can be the same as the caster. * * @param event event details * @param settings skill settings * @return the one being affected by the trigger (initial target) */ LivingEntity getTarget(final E event, final Settings settings); /** * Handles applying other effects after the skill resolves * * @param event event details * @param skill skill to resolve */ default void postProcess(final E event, final DynamicSkill skill) {} }





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