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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@@ -7,6 +7,7 @@ import java.util.UUID;
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import javax.annotation.Nullable;
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import electroblob.wizardry.Wizardry;
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import net.minecraft.entity.EntityFlying;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.IEntityLivingData;
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import net.minecraft.entity.SharedMonsterAttributes;
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@@ -20,6 +21,7 @@ import net.minecraft.init.Items;
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import net.minecraft.init.MobEffects;
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import net.minecraft.inventory.EntityEquipmentSlot;
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import net.minecraft.item.Item;
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import net.minecraft.item.ItemBow;
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import net.minecraft.item.ItemStack;
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import net.minecraft.nbt.NBTTagCompound;
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import net.minecraft.potion.PotionEffect;
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@@ -39,59 +41,19 @@ public class EntityWitherSkeletonMinion extends EntityWitherSkeleton implements
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private UUID casterUUID;
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// Setter + getter implementations
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@Override
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public int getLifetime(){
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return lifetime;
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}
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@Override public int getLifetime(){ return lifetime; }
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@Override public void setLifetime(int lifetime){ this.lifetime = lifetime; }
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@Override public WeakReference<EntityLivingBase> getCasterReference(){ return casterReference; }
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@Override public void setCasterReference(WeakReference<EntityLivingBase> reference){ casterReference = reference; }
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@Override public UUID getCasterUUID(){ return casterUUID; }
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@Override public void setCasterUUID(UUID uuid){ this.casterUUID = uuid; }
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@Override
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public void setLifetime(int lifetime){
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this.lifetime = lifetime;
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}
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@Override
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public WeakReference<EntityLivingBase> getCasterReference(){
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return casterReference;
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}
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@Override
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public void setCasterReference(WeakReference<EntityLivingBase> reference){
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casterReference = reference;
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}
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@Override
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public UUID getCasterUUID(){
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return casterUUID;
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}
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@Override
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public void setCasterUUID(UUID uuid){
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this.casterUUID = uuid;
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}
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/**
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* Default shell constructor, only used by client. Lifetime defaults arbitrarily to 600, but this doesn't matter
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* because the client side entity immediately gets the lifetime value copied over to it by this class anyway. When
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* extending this class, you must override this constructor or Minecraft won't like it, but there's no need to do
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* anything inside it other than call super().
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*/
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/** Creates a new wither skeleton minion in the given world. */
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public EntityWitherSkeletonMinion(World world){
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super(world);
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this.experienceValue = 0;
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}
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/**
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* Set lifetime to -1 to allow this creature to last forever. This constructor should be overridden when extending
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* this class (be sure to call super()) so that AI and other things can be added.
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*/
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public EntityWitherSkeletonMinion(World world, double x, double y, double z, EntityLivingBase caster, int lifetime){
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super(world);
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this.setPosition(x, y, z);
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this.casterReference = new WeakReference<EntityLivingBase>(caster);
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this.experienceValue = 0;
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this.lifetime = lifetime;
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}
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// EntitySkeleton overrides
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// This particular override is pretty standard: let the superclass handle basic AI like swimming, but replace its
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@@ -105,13 +67,13 @@ public class EntityWitherSkeletonMinion extends EntityWitherSkeleton implements
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0, false, true, this.getTargetSelector()));
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}
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// Shouldn't have randomised armour, but does still need a bow!
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// Shouldn't have randomised armour, but does still need a sword!
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@Override
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protected void setEquipmentBasedOnDifficulty(DifficultyInstance difficulty){
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this.setItemStackToSlot(EntityEquipmentSlot.MAINHAND, new ItemStack(Items.BOW));
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this.setItemStackToSlot(EntityEquipmentSlot.MAINHAND, new ItemStack(Items.STONE_SWORD));
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this.setDropChance(EntityEquipmentSlot.MAINHAND, 0.0f);
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}
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// Where the skeleton minion is summoned does not affect its type.
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@Override
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public IEntityLivingData onInitialSpawn(DifficultyInstance difficulty, @Nullable IEntityLivingData livingdata){
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// Can't call super, so the code from the next level up (EntityLiving) had to be copied as well.
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@@ -123,6 +85,9 @@ public class EntityWitherSkeletonMinion extends EntityWitherSkeleton implements
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}else{
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this.setLeftHanded(false);
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}
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this.setItemStackToSlot(EntityEquipmentSlot.MAINHAND, new ItemStack(Items.STONE_SWORD));
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this.setDropChance(EntityEquipmentSlot.MAINHAND, 0.0f);
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// Halloween pumpkin heads! Why not?
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if(this.getItemStackFromSlot(EntityEquipmentSlot.HEAD).isEmpty()){
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@@ -201,40 +166,18 @@ public class EntityWitherSkeletonMinion extends EntityWitherSkeleton implements
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// Recommended overrides
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@Override
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protected int getExperiencePoints(EntityPlayer player){
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return 0;
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}
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@Override
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protected boolean canDropLoot(){
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return false;
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}
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@Override
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protected Item getDropItem(){
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return null;
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}
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@Override
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protected ResourceLocation getLootTable(){
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return null;
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}
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@Override
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public boolean canPickUpLoot(){
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return false;
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}
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@Override protected int getExperiencePoints(EntityPlayer player){ return 0; }
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@Override protected boolean canDropLoot(){ return false; }
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@Override protected Item getDropItem(){ return null; }
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@Override protected ResourceLocation getLootTable(){ return null; }
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@Override public boolean canPickUpLoot(){ return false; }
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// This vanilla method has nothing to do with the custom despawn() method.
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@Override
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protected boolean canDespawn(){
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return false;
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}
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@Override protected boolean canDespawn(){ return false; }
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@Override
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public boolean canAttackClass(Class<? extends EntityLivingBase> entityType){
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return true;
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// Returns true unless the given entity type is a flying entity and this skeleton does not have a bow.
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return !EntityFlying.class.isAssignableFrom(entityType) || this.getHeldItemMainhand().getItem() instanceof ItemBow;
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}
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@Override
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