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.
This commit is contained in:
Electroblob
2018-06-20 22:25:54 +01:00
parent b6400c72a7
commit 29261082f1
222 changed files with 4412 additions and 9016 deletions
@@ -4,58 +4,38 @@ import electroblob.wizardry.constants.Element;
import electroblob.wizardry.constants.SpellType;
import electroblob.wizardry.constants.Tier;
import electroblob.wizardry.entity.construct.EntityArrowRain;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.registry.WizardrySounds;
import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.util.EnumHand;
import net.minecraft.util.math.RayTraceResult;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.world.World;
public class ArrowRain extends Spell {
public class ArrowRain extends SpellConstructRanged<EntityArrowRain> {
public ArrowRain(){
super(Tier.MASTER, 75, Element.SORCERY, "arrow_rain", SpellType.ATTACK, 300, EnumAction.NONE, false);
super("arrow_rain", Tier.MASTER, Element.SORCERY, SpellType.ATTACK, 75, 300, EntityArrowRain::new, 120, 20, WizardrySounds.SPELL_SUMMONING);
this.floor(true);
}
@Override
public boolean doesSpellRequirePacket(){
return false;
protected boolean spawnConstruct(World world, double x, double y, double z, EntityLivingBase caster, SpellModifiers modifiers){
// Moves the entity back towards the caster a bit, so the area of effect is better centred on the position.
// 3 is the distance to move the entity back towards the caster.
double dx = caster.posX - x;
double dz = caster.posZ - z;
double distRatio = 3 / Math.sqrt(dx * dx + dz * dz);
x += dx * distRatio;
z += dz * distRatio;
// Moves the entity up 5 blocks so that it is above mobs' heads.
y += 5;
return super.spawnConstruct(world, x, y, z, caster, modifiers);
}
@Override
public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
RayTraceResult rayTrace = WizardryUtilities.rayTrace(20 * modifiers.get(WizardryItems.range_upgrade), world,
caster, false);
if(rayTrace != null && rayTrace.typeOfHit == RayTraceResult.Type.BLOCK){
if(!world.isRemote){
double x = rayTrace.hitVec.x;
double y = rayTrace.hitVec.y;
double z = rayTrace.hitVec.z;
// Moves the entity back towards the caster a bit, so the area of effect is better centred on the
// position.
// 3.0d is the distance to move the entity back towards the caster.
double dx = caster.posX - x;
double dz = caster.posZ - z;
double distRatio = 3.0d / Math.sqrt(dx * dx + dz * dz);
x += dx * distRatio;
z += dz * distRatio;
EntityArrowRain arrowrain = new EntityArrowRain(world, x, y + 5, z, caster,
(int)(120 * modifiers.get(WizardryItems.duration_upgrade)),
modifiers.get(SpellModifiers.DAMAGE));
arrowrain.rotationYaw = caster.rotationYawHead;
world.spawnEntity(arrowrain);
}
caster.swingArm(hand);
WizardryUtilities.playSoundAtPlayer(caster, WizardrySounds.SPELL_SUMMONING, 1.0F, 1.0F);
return true;
}
return false;
protected void addConstructExtras(EntityArrowRain construct, EntityLivingBase caster, SpellModifiers modifiers){
// Makes the arrows shoot in the direction the caster was looking when they cast the spell.
construct.rotationYaw = caster.rotationYawHead;
}
}