Some more cleanup

This commit is contained in:
Electroblob77
2020-06-06 23:30:24 +01:00
parent 1a094e1970
commit 009321d905
2 changed files with 9 additions and 9 deletions
@@ -6,9 +6,9 @@ import net.minecraft.entity.player.EntityPlayer;
import java.util.function.BiFunction; import java.util.function.BiFunction;
/** /**
* Instances of this interface act as keys which allow spellData of any type to be stored in {@link WizardData} at * Instances of this interface act as keys which allow data of any type to be stored in {@link WizardData} at
* runtime. This means spells (or anything else, for that matter) may define their own storedVariables to be stored * runtime. This means spells (or anything else, for that matter) may define their own variables to be stored
* with the player and handle those storedVariables themselves. This prevents {@code WizardData} from being cluttered * with the player and handle those variables themselves. This prevents {@code WizardData} from being cluttered
* with spell-specific fields and allows addon mods to leverage {@code WizardData} for their own spells or other data, * with spell-specific fields and allows addon mods to leverage {@code WizardData} for their own spells or other data,
* rather than defining their own capability. This system is somewhat similar to {@code DataManager}. * rather than defining their own capability. This system is somewhat similar to {@code DataManager}.
* <p></p> * <p></p>
@@ -192,7 +192,7 @@ public class WizardData implements INBTSerializable<NBTTagCompound> {
/** Registers the given {@link IStoredVariable} objects as keys that will be stored to NBT for each {@code WizardData} /** Registers the given {@link IStoredVariable} objects as keys that will be stored to NBT for each {@code WizardData}
* instance. */ * instance. */
public static void registerStoredVariables(IStoredVariable... variables){ public static void registerStoredVariables(IStoredVariable<?>... variables){
storedVariables.addAll(Arrays.asList(variables)); storedVariables.addAll(Arrays.asList(variables));
} }
@@ -211,7 +211,7 @@ public class WizardData implements INBTSerializable<NBTTagCompound> {
* other words, if an {@code Integer} is stored under a {@code IVariable<Number>}, a {@code Number} will * other words, if an {@code Integer} is stored under a {@code IVariable<Number>}, a {@code Number} will
* be returned when the value is retrieved. * be returned when the value is retrieved.
*/ */
// This use of type parameters guarantees that spellData may only be stored (and therefore may only be accessed) // This use of type parameters guarantees that data may only be stored (and therefore may only be accessed)
// using a compatible key. For instance, the following code will not compile: // using a compatible key. For instance, the following code will not compile:
// Number i = 1; // Number i = 1;
// setVariable(StoredVariable.ofInt("key", Persistence.ALWAYS), i); // setVariable(StoredVariable.ofInt("key", Persistence.ALWAYS), i);
@@ -484,7 +484,7 @@ public class WizardData implements INBTSerializable<NBTTagCompound> {
prevMotionY = player.motionY; prevMotionY = player.motionY;
// This new system removes a lot of repetitive event handler code and inflexible spellData which had duplicate // This new system removes a lot of repetitive event handler code and inflexible data which had duplicate
// functions, just for different enchantments. // functions, just for different enchantments.
updateImbuedItems(); updateImbuedItems();
updateContinuousSpellCasting(); updateContinuousSpellCasting();
@@ -495,10 +495,10 @@ public class WizardData implements INBTSerializable<NBTTagCompound> {
/** /**
* Called from the event handler each time the associated player entity is cloned, i.e. on respawn or when * Called from the event handler each time the associated player entity is cloned, i.e. on respawn or when
* travelling to a different dimension. Used to copy over any spellData that should persist over player death. This * travelling to a different dimension. Used to copy over any data that should persist over player death. This
* is the inverse of the old onPlayerDeath method, which reset the spellData that shouldn't persist. * is the inverse of the old onPlayerDeath method, which reset the data that shouldn't persist.
* *
* @param data The old WizardData whose spellData are to be copied over. * @param data The old WizardData whose data is to be copied over.
* @param respawn True if the player died and is respawning, false if they are just travelling between dimensions. * @param respawn True if the player died and is respawning, false if they are just travelling between dimensions.
*/ */
public void copyFrom(WizardData data, boolean respawn){ public void copyFrom(WizardData data, boolean respawn){