ForgePatch/src/main/java/net/minecraftforge/common/extensions/IForgeItem.java

860 lines
30 KiB
Java

/*
* Minecraft Forge
* Copyright (c) 2016-2020.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation version 2.1
* of the License.
*
* This library 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
package net.minecraftforge.common.extensions;
import java.util.Set;
import java.util.function.Consumer;
import javax.annotation.Nullable;
import com.google.common.collect.Multimap;
import net.minecraft.block.BlockState;
import net.minecraft.block.Blocks;
import net.minecraft.client.renderer.entity.model.BipedModel;
import net.minecraft.client.renderer.tileentity.ItemStackTileEntityRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.entity.MobEntity;
import net.minecraft.entity.LivingEntity;
import net.minecraft.entity.ai.attributes.Attribute;
import net.minecraft.entity.ai.attributes.AttributeModifier;
import net.minecraft.entity.item.ItemEntity;
import net.minecraft.entity.monster.EndermanEntity;
import net.minecraft.entity.monster.piglin.PiglinTasks;
import net.minecraft.entity.player.PlayerEntity;
import net.minecraft.item.ArmorItem;
import net.minecraft.item.ArmorMaterial;
import net.minecraft.item.Items;
import net.minecraft.inventory.EquipmentSlotType;
import net.minecraft.item.Item;
import net.minecraft.item.AxeItem;
import net.minecraft.item.ItemGroup;
import net.minecraft.item.ItemStack;
import net.minecraft.item.ItemUseContext;
import net.minecraft.nbt.CompoundNBT;
import net.minecraft.util.ActionResultType;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.math.MathHelper;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.world.World;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.common.ToolType;
// TODO review most of the methods in this "patch"
public interface IForgeItem
{
// Helpers for accessing Item data
default Item getItem()
{
return (Item) this;
}
/**
* ItemStack sensitive version of getItemAttributeModifiers
*/
@SuppressWarnings("deprecation")
default Multimap<Attribute, AttributeModifier> getAttributeModifiers(EquipmentSlotType slot, ItemStack stack)
{
return getItem().getAttributeModifiers(slot);
}
/**
* Called when a player drops the item into the world, returning false from this
* will prevent the item from being removed from the players inventory and
* spawning in the world
*
* @param player The player that dropped the item
* @param item The item stack, before the item is removed.
*/
default boolean onDroppedByPlayer(ItemStack item, PlayerEntity player)
{
return true;
}
/**
* Allow the item one last chance to modify its name used for the tool highlight
* useful for adding something extra that can't be removed by a user in the
* displayed name, such as a mode of operation.
*
* @param item the ItemStack for the item.
* @param displayName the name that will be displayed unless it is changed in
* this method.
*/
default ITextComponent getHighlightTip(ItemStack item, ITextComponent displayName)
{
return displayName;
}
/**
* This is called when the item is used, before the block is activated.
*
* @return Return PASS to allow vanilla handling, any other to skip normal code.
*/
default ActionResultType onItemUseFirst(ItemStack stack, ItemUseContext context)
{
return ActionResultType.PASS;
}
/**
* Called by Piglins when checking to see if they will give an item or something in exchange for this item.
*
* @return True if this item can be used as "currency" by piglins
*/
default boolean isPiglinCurrency(ItemStack stack)
{
return stack.getItem() == PiglinTasks.field_234444_a_;
}
/**
* Called by Piglins to check if a given item prevents hostility on sight. If this is true the Piglins will be neutral to the entity wearing this item, and will not
* attack on sight. Note: This does not prevent Piglins from becoming hostile due to other actions, nor does it make Piglins that are already hostile stop being so.
*
* @param wearer The entity wearing this ItemStack
*
* @return True if piglins are neutral to players wearing this item in an armor slot
*/
default boolean makesPiglinsNeutral(ItemStack stack, LivingEntity wearer)
{
return stack.getItem() instanceof ArmorItem && ((ArmorItem) stack.getItem()).getArmorMaterial() == ArmorMaterial.GOLD;
}
/**
* Called by CraftingManager to determine if an item is reparable.
*
* @return True if reparable
*/
boolean isRepairable(ItemStack stack);
/**
* Determines the amount of durability the mending enchantment
* will repair, on average, per point of experience.
*/
default float getXpRepairRatio(ItemStack stack)
{
return 2f;
}
/**
* Override this method to change the NBT data being sent to the client. You
* should ONLY override this when you have no other choice, as this might change
* behavior client side!
*
* Note that this will sometimes be applied multiple times, the following MUST
* be supported:
* Item item = stack.getItem();
* NBTTagCompound nbtShare1 = item.getNBTShareTag(stack);
* stack.setTagCompound(nbtShare1);
* NBTTagCompound nbtShare2 = item.getNBTShareTag(stack);
* assert nbtShare1.equals(nbtShare2);
*
* @param stack The stack to send the NBT tag for
* @return The NBT tag
*/
@Nullable
default CompoundNBT getShareTag(ItemStack stack)
{
return stack.getTag();
}
/**
* Override this method to decide what to do with the NBT data received from
* getNBTShareTag().
*
* @param stack The stack that received NBT
* @param nbt Received NBT, can be null
*/
default void readShareTag(ItemStack stack, @Nullable CompoundNBT nbt)
{
stack.setTag(nbt);
}
/**
* Called before a block is broken. Return true to prevent default block
* harvesting.
*
* Note: In SMP, this is called on both client and server sides!
*
* @param itemstack The current ItemStack
* @param pos Block's position in world
* @param player The Player that is wielding the item
* @return True to prevent harvesting, false to continue as normal
*/
default boolean onBlockStartBreak(ItemStack itemstack, BlockPos pos, PlayerEntity player)
{
return false;
}
/**
* Called each tick while using an item.
*
* @param stack The Item being used
* @param player The Player using the item
* @param count The amount of time in tick the item has been used for
* continuously
*/
default void onUsingTick(ItemStack stack, LivingEntity player, int count)
{
}
/**
* Called when the player Left Clicks (attacks) an entity. Processed before
* damage is done, if return value is true further processing is canceled and
* the entity is not attacked.
*
* @param stack The Item being used
* @param player The player that is attacking
* @param entity The entity being attacked
* @return True to cancel the rest of the interaction.
*/
default boolean onLeftClickEntity(ItemStack stack, PlayerEntity player, Entity entity)
{
return false;
}
/**
* ItemStack sensitive version of getContainerItem. Returns a full ItemStack
* instance of the result.
*
* @param itemStack The current ItemStack
* @return The resulting ItemStack
*/
@SuppressWarnings("deprecation")
default ItemStack getContainerItem(ItemStack itemStack)
{
if (!hasContainerItem(itemStack))
{
return ItemStack.EMPTY;
}
return new ItemStack(getItem().getContainerItem());
}
/**
* ItemStack sensitive version of hasContainerItem
*
* @param stack The current item stack
* @return True if this item has a 'container'
*/
@SuppressWarnings("deprecation")
default boolean hasContainerItem(ItemStack stack)
{
return getItem().hasContainerItem();
}
/**
* Retrieves the normal 'lifespan' of this item when it is dropped on the ground
* as a EntityItem. This is in ticks, standard result is 6000, or 5 mins.
*
* @param itemStack The current ItemStack
* @param world The world the entity is in
* @return The normal lifespan in ticks.
*/
default int getEntityLifespan(ItemStack itemStack, World world)
{
return 6000;
}
/**
* Determines if this Item has a special entity for when they are in the world.
* Is called when a EntityItem is spawned in the world, if true and
* Item#createCustomEntity returns non null, the EntityItem will be destroyed
* and the new Entity will be added to the world.
*
* @param stack The current item stack
* @return True of the item has a custom entity, If true,
* Item#createCustomEntity will be called
*/
default boolean hasCustomEntity(ItemStack stack)
{
return false;
}
/**
* This function should return a new entity to replace the dropped item.
* Returning null here will not kill the EntityItem and will leave it to
* function normally. Called when the item it placed in a world.
*
* @param world The world object
* @param location The EntityItem object, useful for getting the position of
* the entity
* @param itemstack The current item stack
* @return A new Entity object to spawn or null
*/
@Nullable
default Entity createEntity(World world, Entity location, ItemStack itemstack)
{
return null;
}
/**
* Called by the default implemetation of EntityItem's onUpdate method, allowing
* for cleaner control over the update of the item without having to write a
* subclass.
*
* @param entity The entity Item
* @return Return true to skip any further update code.
*/
default boolean onEntityItemUpdate(ItemStack stack, ItemEntity entity)
{
return false;
}
/**
* Gets a list of tabs that items belonging to this class can display on,
* combined properly with getSubItems allows for a single item to span many
* sub-items across many tabs.
*
* @return A list of all tabs that this item could possibly be one.
*/
default java.util.Collection<ItemGroup> getCreativeTabs()
{
return java.util.Collections.singletonList(getItem().getGroup());
}
/**
* Determines the base experience for a player when they remove this item from a
* furnace slot. This number must be between 0 and 1 for it to be valid. This
* number will be multiplied by the stack size to get the total experience.
*
* @param item The item stack the player is picking up.
* @return The amount to award for each item.
*/
default float getSmeltingExperience(ItemStack item)
{
return -1; // -1 will default to the old lookups.
}
/**
*
* Should this item, when held, allow sneak-clicks to pass through to the
* underlying block?
*
* @param world The world
* @param pos Block position in world
* @param player The Player that is wielding the item
* @return
*/
default boolean doesSneakBypassUse(ItemStack stack, net.minecraft.world.IWorldReader world, BlockPos pos, PlayerEntity player)
{
return false;
}
/**
* Called to tick armor in the armor slot. Override to do something
*/
default void onArmorTick(ItemStack stack, World world, PlayerEntity player)
{
}
/**
* Determines if the specific ItemStack can be placed in the specified armor
* slot, for the entity.
*
* @param stack The ItemStack
* @param armorType Armor slot to be verified.
* @param entity The entity trying to equip the armor
* @return True if the given ItemStack can be inserted in the slot
*/
default boolean canEquip(ItemStack stack, EquipmentSlotType armorType, Entity entity)
{
return MobEntity.getSlotForItemStack(stack) == armorType;
}
/**
* Override this to set a non-default armor slot for an ItemStack, but <em>do
* not use this to get the armor slot of said stack; for that, use
* {@link net.minecraft.entity.EntityLiving#getSlotForItemStack(ItemStack)}.</em>
*
* @param stack the ItemStack
* @return the armor slot of the ItemStack, or {@code null} to let the default
* vanilla logic as per {@code EntityLiving.getSlotForItemStack(stack)}
* decide
*/
@Nullable
default EquipmentSlotType getEquipmentSlot(ItemStack stack)
{
return null;
}
/**
* Allow or forbid the specific book/item combination as an anvil enchant
*
* @param stack The item
* @param book The book
* @return if the enchantment is allowed
*/
default boolean isBookEnchantable(ItemStack stack, ItemStack book)
{
return true;
}
/**
* Called by RenderBiped and RenderPlayer to determine the armor texture that
* should be use for the currently equipped item. This will only be called on
* instances of ItemArmor.
*
* Returning null from this function will use the default value.
*
* @param stack ItemStack for the equipped armor
* @param entity The entity wearing the armor
* @param slot The slot the armor is in
* @param type The subtype, can be null or "overlay"
* @return Path of texture to bind, or null to use default
*/
@Nullable
default String getArmorTexture(ItemStack stack, Entity entity, EquipmentSlotType slot, String type)
{
return null;
}
/**
* Returns the font renderer used to render tooltips and overlays for this item.
* Returning null will use the standard font renderer.
*
* @param stack The current item stack
* @return A instance of FontRenderer or null to use default
*/
@OnlyIn(Dist.CLIENT)
@Nullable
default net.minecraft.client.gui.FontRenderer getFontRenderer(ItemStack stack)
{
return null;
}
/**
* Override this method to have an item handle its own armor rendering.
*
* @param entityLiving The entity wearing the armor
* @param itemStack The itemStack to render the model of
* @param armorSlot The slot the armor is in
* @param _default Original armor model. Will have attributes set.
* @return A ModelBiped to render instead of the default
*/
@OnlyIn(Dist.CLIENT)
@Nullable
default <A extends BipedModel<?>> A getArmorModel(LivingEntity entityLiving, ItemStack itemStack, EquipmentSlotType armorSlot, A _default)
{
return null;
}
/**
* Called when a entity tries to play the 'swing' animation.
*
* @param entity The entity swinging the item.
* @return True to cancel any further processing by EntityLiving
*/
default boolean onEntitySwing(ItemStack stack, LivingEntity entity)
{
return false;
}
/**
* Called when the client starts rendering the HUD, for whatever item the player
* currently has as a helmet. This is where pumpkins would render there overlay.
*
* @param stack The ItemStack that is equipped
* @param player Reference to the current client entity
* @param resolution Resolution information about the current viewport and
* configured GUI Scale
* @param partialTicks Partial ticks for the renderer, useful for interpolation
*/
@OnlyIn(Dist.CLIENT)
default void renderHelmetOverlay(ItemStack stack, PlayerEntity player, int width, int height, float partialTicks)
{
}
/**
* Return the itemDamage represented by this ItemStack. Defaults to the Damage
* entry in the stack NBT, but can be overridden here for other sources.
*
* @param stack The itemstack that is damaged
* @return the damage value
*/
default int getDamage(ItemStack stack)
{
return !stack.hasTag() ? 0 : stack.getTag().getInt("Damage");
}
/**
* Determines if the durability bar should be rendered for this item. Defaults
* to vanilla stack.isDamaged behavior. But modders can use this for any data
* they wish.
*
* @param stack The current Item Stack
* @return True if it should render the 'durability' bar.
*/
default boolean showDurabilityBar(ItemStack stack)
{
return stack.isDamaged();
}
/**
* Queries the percentage of the 'Durability' bar that should be drawn.
*
* @param stack The current ItemStack
* @return 0.0 for 100% (no damage / full bar), 1.0 for 0% (fully damaged /
* empty bar)
*/
default double getDurabilityForDisplay(ItemStack stack)
{
return (double) stack.getDamage() / (double) stack.getMaxDamage();
}
/**
* Returns the packed int RGB value used to render the durability bar in the
* GUI. Defaults to a value based on the hue scaled based on
* {@link #getDurabilityForDisplay}, but can be overriden.
*
* @param stack Stack to get durability from
* @return A packed RGB value for the durability colour (0x00RRGGBB)
*/
default int getRGBDurabilityForDisplay(ItemStack stack)
{
return MathHelper.hsvToRGB(Math.max(0.0F, (float) (1.0F - getDurabilityForDisplay(stack))) / 3.0F, 1.0F, 1.0F);
}
/**
* Return the maxDamage for this ItemStack. Defaults to the maxDamage field in
* this item, but can be overridden here for other sources such as NBT.
*
* @param stack The itemstack that is damaged
* @return the damage value
*/
@SuppressWarnings("deprecation")
default int getMaxDamage(ItemStack stack)
{
return getItem().getMaxDamage();
}
/**
* Return if this itemstack is damaged. Note only called if
* {@link #isDamageable()} is true.
*
* @param stack the stack
* @return if the stack is damaged
*/
default boolean isDamaged(ItemStack stack)
{
return stack.getDamage() > 0;
}
/**
* Set the damage for this itemstack. Note, this method is responsible for zero
* checking.
*
* @param stack the stack
* @param damage the new damage value
*/
default void setDamage(ItemStack stack, int damage)
{
stack.getOrCreateTag().putInt("Damage", Math.max(0, damage));
}
/**
* ItemStack sensitive version of {@link #canHarvestBlock(IBlockState)}
*
* @param stack The itemstack used to harvest the block
* @param state The block trying to harvest
* @return true if can harvest the block
*/
default boolean canHarvestBlock(ItemStack stack, BlockState state)
{
return getItem().canHarvestBlock(state);
}
/**
* Gets the maximum number of items that this stack should be able to hold. This
* is a ItemStack (and thus NBT) sensitive version of Item.getItemStackLimit()
*
* @param stack The ItemStack
* @return The maximum number this item can be stacked to
*/
@SuppressWarnings("deprecation")
default int getItemStackLimit(ItemStack stack)
{
return getItem().getMaxStackSize();
}
Set<ToolType> getToolTypes(ItemStack stack);
/**
* Queries the harvest level of this item stack for the specified tool class,
* Returns -1 if this tool is not of the specified type
*
* @param stack This item stack instance
* @param toolClass Tool Class
* @param player The player trying to harvest the given blockstate
* @param blockState The block to harvest
* @return Harvest level, or -1 if not the specified tool type.
*/
int getHarvestLevel(ItemStack stack, ToolType tool, @Nullable PlayerEntity player, @Nullable BlockState blockState);
/**
* ItemStack sensitive version of getItemEnchantability
*
* @param stack The ItemStack
* @return the item echantability value
*/
default int getItemEnchantability(ItemStack stack)
{
return getItem().getItemEnchantability();
}
/**
* Checks whether an item can be enchanted with a certain enchantment. This
* applies specifically to enchanting an item in the enchanting table and is
* called when retrieving the list of possible enchantments for an item.
* Enchantments may additionally (or exclusively) be doing their own checks in
* {@link net.minecraft.enchantment.Enchantment#canApplyAtEnchantingTable(ItemStack)};
* check the individual implementation for reference. By default this will check
* if the enchantment type is valid for this item type.
*
* @param stack the item stack to be enchanted
* @param enchantment the enchantment to be applied
* @return true if the enchantment can be applied to this item
*/
default boolean canApplyAtEnchantingTable(ItemStack stack, net.minecraft.enchantment.Enchantment enchantment)
{
return enchantment.type.canEnchantItem(stack.getItem());
}
/**
* Determine if the player switching between these two item stacks
*
* @param oldStack The old stack that was equipped
* @param newStack The new stack
* @param slotChanged If the current equipped slot was changed, Vanilla does not
* play the animation if you switch between two slots that
* hold the exact same item.
* @return True to play the item change animation
*/
default boolean shouldCauseReequipAnimation(ItemStack oldStack, ItemStack newStack, boolean slotChanged)
{
return !oldStack.equals(newStack); // !ItemStack.areItemStacksEqual(oldStack, newStack);
}
/**
* Called when the player is mining a block and the item in his hand changes.
* Allows to not reset blockbreaking if only NBT or similar changes.
*
* @param oldStack The old stack that was used for mining. Item in players main
* hand
* @param newStack The new stack
* @return True to reset block break progress
*/
default boolean shouldCauseBlockBreakReset(ItemStack oldStack, ItemStack newStack)
{
return !(newStack.getItem() == oldStack.getItem() && ItemStack.areItemStackTagsEqual(newStack, oldStack)
&& (newStack.isDamageable() || newStack.getDamage() == oldStack.getDamage()));
}
/**
* Called while an item is in 'active' use to determine if usage should
* continue. Allows items to continue being used while sustaining damage, for
* example.
*
* @param oldStack the previous 'active' stack
* @param newStack the stack currently in the active hand
* @return true to set the new stack to active and continue using it
*/
default boolean canContinueUsing(ItemStack oldStack, ItemStack newStack)
{
return ItemStack.areItemsEqualIgnoreDurability(oldStack, newStack);
}
/**
* Called to get the Mod ID of the mod that *created* the ItemStack, instead of
* the real Mod ID that *registered* it.
*
* For example the Forge Universal Bucket creates a subitem for each modded
* fluid, and it returns the modded fluid's Mod ID here.
*
* Mods that register subitems for other mods can override this. Informational
* mods can call it to show the mod that created the item.
*
* @param itemStack the ItemStack to check
* @return the Mod ID for the ItemStack, or null when there is no specially
* associated mod and {@link #getRegistryName()} would return null.
*/
@Nullable
default String getCreatorModId(ItemStack itemStack)
{
return net.minecraftforge.common.ForgeHooks.getDefaultCreatorModId(itemStack);
}
/**
* Called from ItemStack.setItem, will hold extra data for the life of this
* ItemStack. Can be retrieved from stack.getCapabilities() The NBT can be null
* if this is not called from readNBT or if the item the stack is changing FROM
* is different then this item, or the previous item had no capabilities.
*
* This is called BEFORE the stacks item is set so you can use stack.getItem()
* to see the OLD item. Remember that getItem CAN return null.
*
* @param stack The ItemStack
* @param nbt NBT of this item serialized, or null.
* @return A holder instance associated with this ItemStack where you can hold
* capabilities for the life of this item.
*/
@Nullable
default net.minecraftforge.common.capabilities.ICapabilityProvider initCapabilities(ItemStack stack, @Nullable CompoundNBT nbt)
{
return null;
}
//TODO, properties dont exist anymore
// default ImmutableMap<String, ITimeValue> getAnimationParameters(final ItemStack stack, final World world, final LivingEntity entity)
// {
// com.google.common.collect.ImmutableMap.Builder<String, ITimeValue> builder = ImmutableMap.builder();
// getItem().properties.forEach((k,v) -> builder.put(k.toString(), input -> v.call(stack, world, entity)));
// return builder.build();
// }
/**
* Can this Item disable a shield
*
* @param stack The ItemStack
* @param shield The shield in question
* @param entity The EntityLivingBase holding the shield
* @param attacker The EntityLivingBase holding the ItemStack
* @retrun True if this ItemStack can disable the shield in question.
*/
default boolean canDisableShield(ItemStack stack, ItemStack shield, LivingEntity entity, LivingEntity attacker)
{
return this instanceof AxeItem;
}
/**
* Is this Item a shield
*
* @param stack The ItemStack
* @param entity The Entity holding the ItemStack
* @return True if the ItemStack is considered a shield
*/
default boolean isShield(ItemStack stack, @Nullable LivingEntity entity)
{
return stack.getItem() == Items.SHIELD;
}
/**
* @return the fuel burn time for this itemStack in a furnace. Return 0 to make
* it not act as a fuel. Return -1 to let the default vanilla logic
* decide.
*/
default int getBurnTime(ItemStack itemStack)
{
return -1;
}
/**
* Called every tick from {@link EntityHorse#onUpdate()} on the item in the
* armor slot.
*
* @param stack the armor itemstack
* @param world the world the horse is in
* @param horse the horse wearing this armor
*/
default void onHorseArmorTick(ItemStack stack, World world, MobEntity horse)
{
}
/**
* @return This Item's renderer, or the default instance if it does not have
* one.
*/
@OnlyIn(Dist.CLIENT)
ItemStackTileEntityRenderer getItemStackTileEntityRenderer();
/**
* Retrieves a list of tags names this is known to be associated with.
* This should be used in favor of TagCollection.getOwningTags, as this caches the result and automatically updates when the TagCollection changes.
*/
Set<ResourceLocation> getTags();
/**
* Reduce the durability of this item by the amount given.
* This can be used to e.g. consume power from NBT before durability.
*
* @param stack The itemstack to damage
* @param amount The amount to damage
* @param entity The entity damaging the item
* @param onBroken The on-broken callback from vanilla
* @return The amount of damage to pass to the vanilla logic
*/
default <T extends LivingEntity> int damageItem(ItemStack stack, int amount, T entity, Consumer<T> onBroken) {
return amount;
}
/**
* Whether this Item can be used to hide player head for enderman.
*
* @param stack the ItemStack
* @param player The player watching the enderman
* @param endermanEntity The enderman that the player look
* @return true if this Item can be used to hide player head for enderman
*/
default boolean isEnderMask(ItemStack stack, PlayerEntity player, EndermanEntity endermanEntity)
{
return stack.getItem() == Blocks.CARVED_PUMPKIN.asItem();
}
/**
* Used to determine if the player can use Elytra flight.
* This is called Client and Server side.
*
* @param stack The ItemStack in the Chest slot of the entity.
* @param entity The entity trying to fly.
* @return True if the entity can use Elytra flight.
*/
default boolean canElytraFly(ItemStack stack, LivingEntity entity)
{
return false;
}
/**
* Used to determine if the player can continue Elytra flight,
* this is called each tick, and can be used to apply ItemStack damage,
* consume Energy, or what have you.
* For example the Vanilla implementation of this, applies damage to the
* ItemStack every 20 ticks.
*
* @param stack ItemStack in the Chest slot of the entity.
* @param entity The entity currently in Elytra flight.
* @param flightTicks The number of ticks the entity has been Elytra flying for.
* @return True if the entity should continue Elytra flight or False to stop.
*/
default boolean elytraFlightTick(ItemStack stack, LivingEntity entity, int flightTicks)
{
return false;
}
/**
* Used to test if this item can be damaged, but with the ItemStack in question.
* Please note that in some cases no ItemStack is available, so the stack-less method will be used.
*
* @param stack ItemStack in the Chest slot of the entity.
*/
default boolean isDamageable(ItemStack stack)
{
return this.getItem().isDamageable();
}
}