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