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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@@ -17,7 +17,7 @@ import net.minecraft.world.World;
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public class PocketFurnace extends Spell {
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public PocketFurnace(){
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super(Tier.APPRENTICE, 30, Element.FIRE, "pocket_furnace", SpellType.UTILITY, 40, EnumAction.BOW, false);
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super("pocket_furnace", Tier.APPRENTICE, Element.FIRE, SpellType.UTILITY, 30, 40, EnumAction.BOW, false);
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}
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@Override
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@@ -60,7 +60,7 @@ public class PocketFurnace extends Spell {
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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 + world.rand.nextFloat());
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double y1 = (double)((float)caster.getEntityBoundingBox().minY + caster.getEyeHeight() - 0.5F + world.rand.nextFloat());
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double z1 = (double)((float)caster.posZ + world.rand.nextFloat() * 2 - 1.0F);
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world.spawnParticle(EnumParticleTypes.FLAME, x1, y1, z1, 0, 0.01F, 0);
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}
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