/**
Copyright (C) <2015> <coolAlias>
This file is part of coolAlias' Zelda Sword Skills Minecraft Mod; as such,
you can redistribute it and/or modify it under the terms of the GNU
General Public License as published by the Free Software Foundation,
either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package zeldaswordskills.api.entity;
import net.minecraft.entity.player.EntityPlayer;
import zeldaswordskills.skills.sword.BackSlice;
/**
*
* Specifically for entities with special responses to {@link BackSlice}
*
*/
public interface IEntityBackslice {
/**
* Called when an entity is struck in the back by a player using a skill such as {@link BackSlice}
* to determine if the attack damage should be modified by the player's skill
* @param attacker Attacking player
* @return True to allow damage multiplier, false for standard attack damage
*/
boolean allowDamageMultiplier(EntityPlayer player);
/**
* Return true for default handling of disarmorment, or false to prevent any further processing
* (random note: this is a deliberate misspelling of 'disarmament')
* @param damage Damage has already been modified by {@link #onBackDamaged} at this point
*/
boolean allowDisarmorment(EntityPlayer player, float damage);
/**
* Called when an entity is damaged in the back by a player using a skill such as {@link BackSlice}
* Any special results of being attacked in the back should be handled here.
* For custom handling of disarmorment, {@link BackSlice#getDisarmorChance} is available.
* @param attacker Attacking player
* @param level Level of the skill used to cause back damage
* @param damage Amount of damage to be inflicted after skill modifier has been applied (if allowed)
* @return New amount of damage to be dealt; 0 will cancel the damage
*/
float onBackSliced(EntityPlayer attacker, int level, float damage);
}