/**
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.skills;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraftforge.event.entity.living.LivingHurtEvent;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;
/**
*
* Interface for Skills that are Combo-capable. Only one such skill should be active at a time.
*
*/
public interface ICombo {
/**
* Returns the Combo instance for associated class
*/
Combo getCombo();
/**
* Should assign the instance of Combo retrieved from getCombo() to the argument combo
*/
void setCombo(Combo combo);
/**
* Returns true if a combo is currently in progress
*/
boolean isComboInProgress();
/**
* Should be called every time the player attacks (e.g. using MouseEvent for left click attack.)
* If a combo should end when the player misses, this is the place to handle that.
* @return true if the attack should continue as normal (i.e. the player will hit the target)
*/
@SideOnly(Side.CLIENT)
boolean onAttack(EntityPlayer player);
/**
* Should be called when an EntityPlayer actively using a Combo damages an entity, creating a new
* Combo if necessary and either combo.add(player, damage) or combo.addDamageOnly(player, damage).
* LivingHurtEvent is only called server side, but Combo will update itself automatically.
* @param player should be gotten from '(EntityPlayer) event.source.getEntity()' if event.source.getEntity() is correct type
*/
void onHurtTarget(EntityPlayer player, LivingHurtEvent event);
/**
* Should be called when a player actively using a Combo receives damage. Useful for ending a
* combo when damage exceeds a certain threshold. Note that LivingHurtEvent only gets called
* on the server side, but Combo class will self-update if endCombo(player) is called.
* @param player should be gotten from '(EntityPlayer) event.entity' if event.entity is correct type
*/
void onPlayerHurt(EntityPlayer player, LivingHurtEvent event);
}