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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@@ -21,10 +21,6 @@ public class EntityLightningWraith extends EntityBlazeMinion {
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public EntityLightningWraith(World world){
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super(world);
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}
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public EntityLightningWraith(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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@@ -44,12 +40,8 @@ public class EntityLightningWraith extends EntityBlazeMinion {
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if(this.world.isRemote){
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for(int i = 0; i < 15; i++){
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float brightness = 0.3f + (rand.nextFloat() / 2);
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ParticleBuilder.create(Type.SPARKLE)
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.pos(this.posX - 0.5d + rand.nextDouble(), this.posY + this.height / 2 - 0.5d + rand.nextDouble(), this.posZ - 0.5d + rand.nextDouble())
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.vel(0, 0.05, 0)
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.lifetime(20 + rand.nextInt(10))
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.colour(brightness, brightness + 0.2f, 1.0f)
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.spawn(world);
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ParticleBuilder.create(Type.SPARKLE, this).vel(0, 0.05, 0).lifetime(20 + rand.nextInt(10))
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.colour(brightness, brightness + 0.2f, 1.0f).spawn(world);
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}
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}
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}
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@@ -98,32 +90,24 @@ public class EntityLightningWraith 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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@@ -154,8 +138,7 @@ public class EntityLightningWraith extends EntityBlazeMinion {
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if(this.attackStep > 1){
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// Proof, if it were at all needed, of the elegance and versatility of the spell system.
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Spells.arc.cast(this.blaze.world, this.blaze, EnumHand.MAIN_HAND, 0, entitylivingbase,
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new SpellModifiers());
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Spells.arc.cast(this.blaze.world, this.blaze, EnumHand.MAIN_HAND, 0, entitylivingbase, new SpellModifiers());
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// TODO: Decide if an event should be fired here. I'm guessing no.
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}
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}
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