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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@@ -5,7 +5,6 @@ import electroblob.wizardry.util.MagicDamage;
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import electroblob.wizardry.util.MagicDamage.DamageType;
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import electroblob.wizardry.util.ParticleBuilder;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.init.SoundEvents;
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import net.minecraft.potion.PotionEffect;
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@@ -13,40 +12,23 @@ import net.minecraft.world.World;
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public class EntityIceLance extends EntityMagicArrow {
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/** Basic shell constructor. Should only be used by the client. */
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/** Creates a new ice lance in the given world. */
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public EntityIceLance(World world){
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super(world);
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this.setKnockbackStrength(1);
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}
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/**
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* Creates a projectile at position xyz in world, with no motion. Do not create a projectile with this constructor
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* and then call setVelocity() as that method is, bizarrely, client-side only.
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*/
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public EntityIceLance(World world, double x, double y, double z){
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super(world, x, y, z);
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this.setKnockbackStrength(1);
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}
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@Override public double getDamage(){ return 10.0d; }
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/**
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* Creates a projectile at the position of the caster, pointing at the given target. The trajectory seems to be
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* altered slightly by a random amount determined by the last parameter. For reference, skeletons set this to 10 on
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* easy, 6 on normal and 2 on hard difficulty.
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*/
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public EntityIceLance(World world, EntityLivingBase caster, Entity target, float speed, float aimingError,
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float damageMultiplier){
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super(world, caster, target, speed, aimingError, damageMultiplier);
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this.setKnockbackStrength(1);
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}
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@Override public DamageType getDamageType(){ return DamageType.FROST; }
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/**
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* Creates a projectile pointing in the direction the caster is looking, with the given speed. USE THIS CONSTRUCTOR
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* FOR NORMAL SPELLS.
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*/
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public EntityIceLance(World world, EntityLivingBase caster, float speed, float damageMultiplier){
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super(world, caster, speed, damageMultiplier);
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this.setKnockbackStrength(1);
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}
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@Override public boolean doGravity(){ return true; }
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@Override public boolean doDeceleration(){ return true; }
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@Override public boolean doOverpenetration(){ return true; }
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@Override public boolean canRenderOnFire(){ return false; }
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@Override
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public void onEntityHit(EntityLivingBase entityHit){
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@@ -58,11 +40,6 @@ public class EntityIceLance extends EntityMagicArrow {
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this.playSound(SoundEvents.ENTITY_GENERIC_HURT, 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F));
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}
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@Override
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public void tickInAir(){
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}
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@Override
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public void onBlockHit(){
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// Adds a particle effect when the ice lance hits a block.
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@@ -78,43 +55,6 @@ public class EntityIceLance extends EntityMagicArrow {
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}
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@Override
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public void tickInGround(){
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this.setDead();
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}
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@Override
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public double getDamage(){
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return 10.0d;
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}
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@Override
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public DamageType getDamageType(){
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return DamageType.FROST;
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}
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@Override
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public boolean doGravity(){
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return true;
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}
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@Override
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public boolean doDeceleration(){
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return true;
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}
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@Override
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public boolean doOverpenetration(){
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return true;
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}
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@Override
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protected void entityInit(){
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}
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@Override
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public boolean canRenderOnFire(){
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return false;
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}
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protected void entityInit(){}
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}
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