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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@@ -19,7 +19,7 @@ import net.minecraft.world.World;
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public class Light extends Spell {
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public Light(){
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super(Tier.BASIC, 5, Element.SORCERY, "light", SpellType.UTILITY, 15, EnumAction.NONE, false);
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super("light", Tier.BASIC, Element.SORCERY, SpellType.UTILITY, 5, 15, EnumAction.NONE, false);
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}
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@Override
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@@ -30,7 +30,7 @@ public class Light extends Spell {
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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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RayTraceResult rayTrace = WizardryUtilities.rayTrace(4, world, caster, false);
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RayTraceResult rayTrace = WizardryUtilities.standardBlockRayTrace(world, caster, 4, false);
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if(rayTrace != null && rayTrace.typeOfHit == RayTraceResult.Type.BLOCK){
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