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
@@ -20,7 +20,7 @@ import net.minecraft.world.World;
public class PhaseStep extends Spell {
public PhaseStep(){
super(Tier.ADVANCED, 35, Element.SORCERY, "phase_step", SpellType.UTILITY, 40, EnumAction.NONE, false);
super("phase_step", Tier.ADVANCED, Element.SORCERY, SpellType.UTILITY, 35, 40, EnumAction.NONE, false);
}
@Override
@@ -28,7 +28,7 @@ public class PhaseStep extends Spell {
// Phase step does not gain range from range multiplier, instead it increases the thickness
// of the wall you can teleport through.
RayTraceResult rayTrace = WizardryUtilities.rayTrace(5, world, caster, false);
RayTraceResult rayTrace = WizardryUtilities.standardBlockRayTrace(world, caster, 5, false);
if(rayTrace != null && rayTrace.typeOfHit == RayTraceResult.Type.BLOCK){
@@ -71,7 +71,7 @@ public class PhaseStep extends Spell {
if(world.isRemote){
for(int i = 0; i < 10; i++){
double dx1 = caster.posX;
double dy1 = WizardryUtilities.getPlayerEyesPos(caster) - 1.5 + 2 * world.rand.nextFloat();
double dy1 = caster.getEntityBoundingBox().minY + 2 * world.rand.nextFloat();
double dz1 = caster.posZ;
world.spawnParticle(EnumParticleTypes.PORTAL, dx1, dy1, dz1, world.rand.nextDouble() - 0.5,
world.rand.nextDouble() - 0.5, world.rand.nextDouble() - 0.5);