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.
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@@ -49,6 +49,7 @@ import net.minecraft.util.EnumHand;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.SoundEvent;
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import net.minecraft.world.DifficultyInstance;
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import net.minecraft.world.EnumDifficulty;
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import net.minecraft.world.World;
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import net.minecraftforge.common.util.Constants.NBT;
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import net.minecraftforge.fml.common.registry.IEntityAdditionalSpawnData;
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@@ -178,6 +179,17 @@ public class EntityEvilWizard extends EntityMob implements ISpellCaster, IEntity
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public Spell getContinuousSpell(){
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return this.continuousSpell;
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}
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@Override
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public int getAimingError(EnumDifficulty difficulty){
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// Being more intelligent than skeletons, wizards are a little more accurate.
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switch(difficulty){
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case EASY: return 7;
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case NORMAL: return 4;
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case HARD: return 1;
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default: return 7; // Peaceful counts as easy
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}
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}
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@Override
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public void onLivingUpdate(){
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