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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@@ -25,12 +25,9 @@ public class EntityIceWraith extends EntityBlazeMinion {
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/** The version from EntityLivingBase is only used in onLivingUpdate, so it can safely be copied. */
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private int jumpTicks;
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/** Creates a new ice wraith in the given world. */
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public EntityIceWraith(World world){
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super(world);
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}
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public EntityIceWraith(World world, double x, double y, double z, EntityLivingBase caster, int lifetime){
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super(world, x, y, z, caster, lifetime);
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this.isImmuneToFire = false;
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}
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@@ -204,32 +201,24 @@ public class EntityIceWraith extends EntityBlazeMinion {
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this.setMutexBits(3);
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}
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/**
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* Returns whether the EntityAIBase should begin execution.
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*/
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@Override
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public boolean shouldExecute(){
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EntityLivingBase entitylivingbase = this.blaze.getAttackTarget();
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return entitylivingbase != null && entitylivingbase.isEntityAlive();
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}
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/**
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* Execute a one shot task or start executing a continuous task
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*/
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@Override
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public void startExecuting(){
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this.attackStep = 0;
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}
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/**
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* Resets the task
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*/
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@Override
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public void resetTask(){
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// This might be called setOnFire, but what it really controls is whether the wraith is in attack mode.
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this.blaze.setOnFire(false);
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}
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/**
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* Updates the task
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*/
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@Override
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public void updateTask(){
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--this.attackTime;
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EntityLivingBase entitylivingbase = this.blaze.getAttackTarget();
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