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
@@ -22,14 +22,14 @@ import net.minecraft.world.World;
public class Blink extends Spell {
public Blink(){
super(Tier.APPRENTICE, 15, Element.SORCERY, "blink", SpellType.UTILITY, 25, EnumAction.NONE, false);
super("blink", Tier.APPRENTICE, Element.SORCERY, SpellType.UTILITY, 15, 25, EnumAction.NONE, false);
}
@Override
public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
RayTraceResult rayTrace = WizardryUtilities.rayTrace(25 * modifiers.get(WizardryItems.range_upgrade), world,
caster, false);
RayTraceResult rayTrace = WizardryUtilities.standardBlockRayTrace(world, caster,
25 * modifiers.get(WizardryItems.range_upgrade), false);
// It's worth noting that on the client side, the cast() method only gets called if the server side
// cast method succeeded, so you need not check any conditions for spawning particles.