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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@@ -23,10 +23,10 @@ import electroblob.wizardry.registry.WizardryPotions;
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import electroblob.wizardry.registry.WizardrySounds;
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import electroblob.wizardry.spell.Spell;
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import electroblob.wizardry.util.ParticleBuilder;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.WandHelper;
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import electroblob.wizardry.util.WildcardTradeList;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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import electroblob.wizardry.util.WizardryUtilities;
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import io.netty.buffer.ByteBuf;
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import net.minecraft.entity.Entity;
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@@ -70,6 +70,7 @@ import net.minecraft.util.text.ITextComponent;
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import net.minecraft.village.MerchantRecipe;
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import net.minecraft.village.MerchantRecipeList;
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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.common.util.FakePlayer;
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@@ -216,6 +217,17 @@ public class EntityWizard extends EntityCreature implements INpc, IMerchant, ISp
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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 setCustomer(EntityPlayer player){
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