Spell hierarchisation and refactoring, plus miscellaneous renaming and minor refactoring

- Adds new generic spell superclasses which aim to group spells such that duplicate code is eliminated, and functions standardised, as much as possible.
- Removes numerous spell classes which are no longer required as a result of this change, and replaces them with instances of the relevant generic spell classes.
- Changes the remaining spell classes to fit with the new system, mostly by having them extend the generic spell classes.
- Completes the transfer of particle spawning to the ParticleBuilder system.
This commit is contained in:
Electroblob
2018-06-20 22:25:54 +01:00
parent b6400c72a7
commit 29261082f1
222 changed files with 4412 additions and 9016 deletions
@@ -20,13 +20,7 @@ public class EntityHealAura extends EntityMagicConstruct {
this.width = 5.0f;
}
public EntityHealAura(World world, double x, double y, double z, EntityLivingBase caster, int lifetime,
float damageMultiplier){
super(world, x, y, z, caster, lifetime, damageMultiplier);
this.height = 1.0f;
this.width = 5.0f;
}
@Override
public void onUpdate(){
if(this.ticksExisted % 25 == 1){
@@ -37,8 +31,7 @@ public class EntityHealAura extends EntityMagicConstruct {
if(!this.world.isRemote){
List<EntityLivingBase> targets = WizardryUtilities.getEntitiesWithinRadius(2.5d, this.posX, this.posY,
this.posZ, this.world);
List<EntityLivingBase> targets = WizardryUtilities.getEntitiesWithinRadius(2.5, posX, posY, posZ, world);
for(EntityLivingBase target : targets){
@@ -83,9 +76,7 @@ public class EntityHealAura extends EntityMagicConstruct {
}
}
/**
* Return whether this entity should be rendered as on fire.
*/
@Override
public boolean canRenderOnFire(){
return false;
}