Cleanup
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@@ -137,8 +137,7 @@ public class EntityTornado extends EntityMagicConstruct {
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Type type = null;
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if(block.getMaterial() == Material.LEAVES) type = Type.LEAF;
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if(block.getMaterial() == Material.SNOW || block.getMaterial() == Material.CRAFTED_SNOW)
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type = Type.SNOW;
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if(block.getMaterial() == Material.SNOW || block.getMaterial() == Material.CRAFTED_SNOW) type = Type.SNOW;
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if(type != null){
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double yPos1 = rand.nextDouble() * 8;
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@@ -108,6 +108,7 @@ public class EntityAIAttackSpell<T extends EntityLiving & ISpellCaster> extends
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new PacketNPCCastSpell.Message(attacker.getEntityId(), target == null ? -1 : target.getEntityId(),
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EnumHand.MAIN_HAND, spell.id(), modifiers),
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// Particles are usually only visible from 16 blocks away, so 128 is more than far enough.
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// TODO: Why is this one a 128 block radius, whilst the other one is all in dimension?
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new TargetPoint(attacker.dimension, attacker.posX, attacker.posY, attacker.posZ, 128));
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}
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@@ -146,29 +146,26 @@ public class EntityWizard extends EntityCreature implements INpc, IMerchant, ISp
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this.tasks.addTask(7, new EntityAIWander(this, 0.6D));
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this.tasks.addTask(8, new EntityAIWatchClosest(this, EntityLiving.class, 8.0F));
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this.targetSelector = new Predicate<Entity>(){
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this.targetSelector = entity -> {
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public boolean apply(Entity entity){
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// If the target is valid and not invisible...
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if(entity != null && !entity.isInvisible()
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&& WizardryUtilities.isValidTarget(EntityWizard.this, entity)){
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// If the target is valid and not invisible...
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if(entity != null && !entity.isInvisible()
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&& WizardryUtilities.isValidTarget(EntityWizard.this, entity)){
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// ... and is a mob, a summoned creature ...
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if((entity instanceof IMob || entity instanceof ISummonedCreature
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// ... or in the whitelist ...
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|| Arrays.asList(Wizardry.settings.summonedCreatureTargetsWhitelist)
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.contains(EntityList.getKey(entity.getClass())))
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// ... and isn't in the blacklist ...
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&& !Arrays.asList(Wizardry.settings.summonedCreatureTargetsBlacklist)
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.contains(EntityList.getKey(entity.getClass()))){
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// ... it can be attacked.
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return true;
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}
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// ... and is a mob, a summoned creature ...
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if((entity instanceof IMob || entity instanceof ISummonedCreature
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// ... or in the whitelist ...
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|| Arrays.asList(Wizardry.settings.summonedCreatureTargetsWhitelist)
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.contains(EntityList.getKey(entity.getClass())))
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// ... and isn't in the blacklist ...
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&& !Arrays.asList(Wizardry.settings.summonedCreatureTargetsBlacklist)
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.contains(EntityList.getKey(entity.getClass()))){
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// ... it can be attacked.
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return true;
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}
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return false;
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}
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return false;
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};
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this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, true));
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@@ -157,7 +157,7 @@ public interface ISummonedCreature extends IEntityAdditionalSpawnData {
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* Called by the client when it receives a Entity spawn packet. Data should be read out of the stream in the same
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* way as it was written. <b>Implementors must call super when overriding.</b>
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*
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* @param additionalData The packet data stream
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* @param buffer The packet data stream
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*/
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@Override
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default void readSpawnData(ByteBuf buffer){
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@@ -241,11 +241,11 @@ public interface ISummonedCreature extends IEntityAdditionalSpawnData {
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* to do something when a successful attack is made. This was added because the event-based damage source system can
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* cause parts of attackEntityAsMob not to fire, since attackEntityFrom is intercepted and canceled.
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* <p>
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* Usage examples: {@link EntitySliverfishMinion} uses this to summon more silverfish if the target is killed,
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* Usage examples: {@link EntitySilverfishMinion} uses this to summon more silverfish if the target is killed,
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* {@link EntitySkeletonMinion} and {@link EntitySpiderMinion} use this to add potion effects to the target.
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*/
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default void onSuccessfulAttack(EntityLivingBase target){
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};
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}
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// Delegates
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@@ -34,8 +34,7 @@ public class EntityFirebolt extends EntityMagicProjectile {
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if(world.isRemote){
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for(int i = 0; i < 8; i++){
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world.spawnParticle(EnumParticleTypes.LAVA, this.posX + rand.nextFloat() - 0.5,
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this.posY + this.height / 2 + rand.nextFloat() - 0.5, this.posZ + rand.nextFloat() - 0.5, 0, 0,
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0);
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this.posY + this.height / 2 + rand.nextFloat() - 0.5, this.posZ + rand.nextFloat() - 0.5, 0, 0, 0);
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}
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}
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