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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@@ -33,13 +33,11 @@ public class EntityStormElemental extends EntitySummonedCreature implements ISpe
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private static final List<Spell> attack = Collections.singletonList(Spells.lightning_disc);
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/** Creates a new storm elemental in the given world. */
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public EntityStormElemental(World world){
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super(world);
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}
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public EntityStormElemental(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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// For some reason this can't be in initEntityAI
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// TESTME: May need to be inside a !world.isRemote check.
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this.tasks.addTask(0, this.spellAttackAI);
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}
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