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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@@ -1,6 +1,5 @@
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package electroblob.wizardry.spell;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.constants.Element;
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import electroblob.wizardry.constants.SpellType;
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import electroblob.wizardry.constants.Tier;
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@@ -8,31 +7,25 @@ import electroblob.wizardry.item.IConjuredItem;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.registry.WizardrySounds;
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import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.inventory.EntityEquipmentSlot;
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import net.minecraft.item.EnumAction;
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import net.minecraft.item.ItemStack;
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import net.minecraft.nbt.NBTTagList;
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import net.minecraft.util.EnumHand;
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import net.minecraft.world.World;
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public class ConjureArmour extends Spell {
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public class ConjureArmour extends SpellConjuration {
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public ConjureArmour(){
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super(Tier.ADVANCED, 45, Element.HEALING, "conjure_armour", SpellType.DEFENCE, 50, EnumAction.BOW, false);
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super("conjure_armour", Tier.ADVANCED, Element.HEALING, SpellType.DEFENCE, 45, 50, null, WizardrySounds.SPELL_CONJURATION);
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}
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@Override
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public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
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protected boolean conjureItem(EntityPlayer caster, SpellModifiers modifiers){
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ItemStack armour;
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boolean flag = false;
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// A blank "ench" tag is set to trick the renderer into showing the enchantment effect on the actual armour model.
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// Used this rather than getArmorInventoryList because I need to access the slot itself.
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// Used this rather than getArmorInventoryList because I need to access the slot itself
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for(EntityEquipmentSlot slot : WizardryUtilities.ARMOUR_SLOTS){
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if(caster.getItemStackFromSlot(slot).isEmpty() &&
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@@ -40,28 +33,13 @@ public class ConjureArmour extends Spell {
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armour = new ItemStack(WizardryItems.SPECTRAL_ARMOUR_MAP.get(slot));
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IConjuredItem.setDurationMultiplier(armour, modifiers.get(WizardryItems.duration_upgrade));
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// Sets a blank "ench" tag to trick the renderer into showing the enchantment effect on the armour model
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armour.getTagCompound().setTag("ench", new NBTTagList());
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caster.setItemStackToSlot(slot, armour);
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flag = true;
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}
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}
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if(flag){
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if(world.isRemote){
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for(int i = 0; i < 10; i++){
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double x1 = (double)((float)caster.posX + world.rand.nextFloat() * 2 - 1.0F);
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double y1 = (double)((float)WizardryUtilities.getPlayerEyesPos(caster) - 0.5F
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+ world.rand.nextFloat());
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double z1 = (double)((float)caster.posZ + world.rand.nextFloat() * 2 - 1.0F);
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Wizardry.proxy.spawnParticle(Type.SPARKLE, world, x1, y1, z1, 0, 0.1F, 0,
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48 + world.rand.nextInt(12), 0.7f, 0.9f, 1.0f);
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}
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}
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WizardryUtilities.playSoundAtPlayer(caster, WizardrySounds.SPELL_CONJURATION, 1.0f, 1.0f);
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}
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return flag;
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}
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