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BattleNetworkElements.cs
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using BattleNetworkElements.Config;
using BattleNetworkElements.Elements;
using BattleNetworkElements.Utilities;
using System;
using System.Collections.Generic;
using Terraria;
using Terraria.ID;
using Terraria.ModLoader;
namespace BattleNetworkElements
{
public class Paths
{
public const string FireElement = "Mods.BattleNetworkElements.Element.Fire";
public const string AquaElement = "Mods.BattleNetworkElements.Element.Aqua";
public const string ElectricElement = "Mods.BattleNetworkElements.Element.Electric";
public const string WoodElement = "Mods.BattleNetworkElements.Element.Wood";
public const string NullElement = "Mods.BattleNetworkElements.Element.Null";
}
public static class Element
{
public const int Null = -1;
public const int Fire = 0;
public const int Aqua = 1;
public const int Elec = 2;
public const int Wood = 3;
public static readonly float[] FireMultipliers = { 0.8f, 2.0f, 1.0f, 0.5f };
public static readonly float[] AquaMultipliers = { 0.5f, 0.8f, 2.0f, 1.0f };
public static readonly float[] ElecMultipliers = { 1.0f, 0.5f, 0.8f, 2.0f };
public static readonly float[] WoodMultipliers = { 2.0f, 1.0f, 0.5f, 0.8f };
}
public class BattleNetworkElements : Mod
{
public static ElementsClient Client { get; private set; }
public override void Load()
{
Client = ModContent.GetInstance<ElementsClient>();
}
public override void PostSetupContent()
{
if (Client.flymealWoodElement)
{
BNGlobalItem.Wood.Add(ItemID.Flymeal);
}
}
const string COMMAND_ASSIGN_ELEMENT = "assignElement";
const string COMMAND_GET_ELEMENT = "getElement";
public override object Call(params object[] args)
{
if (args is null)
{
throw new ArgumentNullException(nameof(args), "Arguments cannot be null!");
}
if (args.Length == 0)
{
throw new ArgumentException("Arguments cannot be empty!");
}
if (args[0] is string command)
{
switch (command)
{
default:
throw new ArgumentException("Unrecognized ModCall. Usable ModCalls for Elements of Terraria are as follows: " +
$"{COMMAND_ASSIGN_ELEMENT} and {COMMAND_GET_ELEMENT}.");
case COMMAND_ASSIGN_ELEMENT:
if (args[1] is Item elementItem)
{
if (args[2] is int element)
{
switch (element)
{
case Element.Fire:
elementItem.AddFire();
break;
case Element.Aqua:
elementItem.AddAqua();
break;
case Element.Elec:
elementItem.AddElec();
break;
case Element.Wood:
elementItem.AddWood();
break;
}
}
else throw new ArgumentException("args[2] must be an int of either 0, 1, or 2.");
}
else if (args[1] is NPC elementNPC)
{
if (args[2] is int element)
{
switch (element)
{
case Element.Fire:
elementNPC.AddFire();
break;
case Element.Aqua:
elementNPC.AddAqua();
break;
case Element.Elec:
elementNPC.AddElec();
break;
case Element.Wood:
elementNPC.AddWood();
break;
}
}
else if (args[2] is float[] elements)
{
elementNPC.GetGlobalNPC<BNGlobalNPC>().elementMultipliers = elements;
}
else throw new ArgumentException("args[2] must be a float array of length 4.");
}
else if (args[1] is Projectile elementProjectile)
{
if (args[2] is int element)
{
switch (element)
{
case Element.Fire:
elementProjectile.AddFire();
break;
case Element.Aqua:
elementProjectile.AddAqua();
break;
case Element.Elec:
elementProjectile.AddElec();
break;
case Element.Wood:
elementProjectile.AddWood();
break;
}
}
else throw new ArgumentException("args[2] must be an int of either 0, 1, 2, or 3.");
}
break;
case COMMAND_GET_ELEMENT:
if (args[1] is int elementID)
{
List<int> elementList = new List<int>();
if (args[2] is Item itemElement)
{
switch (elementID)
{
case Element.Fire:
elementList = BNGlobalItem.Fire;
break;
case Element.Aqua:
elementList = BNGlobalItem.Aqua;
break;
case Element.Elec:
elementList = BNGlobalItem.Electric;
break;
case Element.Wood:
elementList = BNGlobalItem.Wood;
break;
}
return elementList.Contains(itemElement.type);
}
else if (args[2] is NPC elementNPC)
{
switch (elementID)
{
case Element.Fire:
elementList = BNGlobalNPC.Fire;
break;
case Element.Aqua:
elementList = BNGlobalNPC.Aqua;
break;
case Element.Elec:
elementList = BNGlobalItem.Electric;
break;
case Element.Wood:
elementList = BNGlobalItem.Wood;
break;
}
return elementList.Contains(elementNPC.type);
}
else if (args[2] is Projectile elementProjectile)
{
switch (elementID)
{
case Element.Fire:
elementList = BNGlobalProjectile.Fire;
break;
case Element.Aqua:
elementList = BNGlobalProjectile.Aqua;
break;
case Element.Elec:
elementList = BNGlobalProjectile.Elec;
break;
case Element.Wood:
elementList = BNGlobalProjectile.Wood;
break;
}
return elementList.Contains(elementProjectile.type);
}
}
break;
}
}
return base.Call(args);
}
}
}