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 +7,8 @@ import javax.annotation.Nonnull;
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import electroblob.wizardry.registry.Spells;
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import electroblob.wizardry.spell.Spell;
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import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.world.EnumDifficulty;
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/**
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* Interface for entities that can cast spells. Mainly intended for use by wizard-type entities, but can be implemented
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@@ -65,4 +67,13 @@ public interface ISpellCaster {
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* to NBT is up to you. If the implementing class does not deal with continuous spells, leave this method blank.
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*/
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public void setContinuousSpell(Spell spell);
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/**
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* Returns the aiming arror for the given difficulty, used in projectile spells. Defaults to the values used by
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* skeletons, which are: Easy - 10, Normal - 6, Hard - 2, Peaceful - 10 (rarely used).
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*/
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// This is what default methods are actually intended for!
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public default int getAimingError(EnumDifficulty difficulty) {
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return WizardryUtilities.getDefaultAimingError(difficulty);
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}
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}
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