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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@@ -2,7 +2,6 @@ package electroblob.wizardry.spell;
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import java.util.List;
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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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@@ -10,8 +9,9 @@ import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.registry.WizardrySounds;
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import electroblob.wizardry.util.MagicDamage;
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import electroblob.wizardry.util.MagicDamage.DamageType;
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import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.ParticleBuilder;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.WizardryUtilities;
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import net.minecraft.block.Block;
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import net.minecraft.block.state.IBlockState;
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@@ -26,22 +26,25 @@ import net.minecraft.world.World;
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public class Shockwave extends Spell {
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private static final double BASE_RADIUS = 5;
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private static final float BASE_DAMAGE = 8;
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public Shockwave(){
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super(Tier.MASTER, 65, Element.SORCERY, "shockwave", SpellType.ATTACK, 150, EnumAction.BOW, false);
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super("shockwave", Tier.MASTER, Element.SORCERY, SpellType.ATTACK, 65, 150, EnumAction.BOW, false);
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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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List<EntityLivingBase> targets = WizardryUtilities.getEntitiesWithinRadius(
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5.0d * modifiers.get(WizardryItems.blast_upgrade), caster.posX, caster.posY, caster.posZ, world);
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BASE_RADIUS * modifiers.get(WizardryItems.blast_upgrade), caster.posX, caster.posY, caster.posZ, world);
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for(EntityLivingBase target : targets){
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if(WizardryUtilities.isValidTarget(caster, target)){
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// Damage increases closer to player up to a maximum of 4 hearts (at 1 block distance).
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float damage = Math.min(8.0f / target.getDistance(caster), 8.0f);
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float damage = Math.min(BASE_DAMAGE / target.getDistance(caster), BASE_DAMAGE);
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target.attackEntityFrom(MagicDamage.causeDirectMagicDamage(caster, DamageType.BLAST),
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damage * modifiers.get(SpellModifiers.DAMAGE));
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damage * modifiers.get(SpellModifiers.POTENCY));
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if(!world.isRemote){
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@@ -65,23 +68,25 @@ public class Shockwave extends Spell {
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}
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}
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}
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if(world.isRemote){
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double particleX, particleZ;
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for(int i = 0; i < 40; i++){
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particleX = caster.posX - 1.0d + 2 * world.rand.nextDouble();
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particleZ = caster.posZ - 1.0d + 2 * world.rand.nextDouble();
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Wizardry.proxy.spawnParticle(Type.SPARKLE, world, particleX,
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WizardryUtilities.getPlayerEyesPos(caster) - 1.5, particleZ, particleX - caster.posX, 0,
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particleZ - caster.posZ, 30, 0.8f, 0.8f, 1.0f);
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ParticleBuilder.create(Type.SPARKLE).pos(particleX, caster.getEntityBoundingBox().minY, particleZ)
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.vel(particleX - caster.posX, 0, particleZ - caster.posZ).lifetime(30).colour(0.8f, 0.8f, 1).spawn(world);
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particleX = caster.posX - 1.0d + 2 * world.rand.nextDouble();
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particleZ = caster.posZ - 1.0d + 2 * world.rand.nextDouble();
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Wizardry.proxy.spawnParticle(Type.SPARKLE, world, particleX,
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WizardryUtilities.getPlayerEyesPos(caster) - 1.5, particleZ, particleX - caster.posX, 0,
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particleZ - caster.posZ, 30, 0.9f, 0.9f, 0.9f);
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ParticleBuilder.create(Type.SPARKLE).pos(particleX, caster.getEntityBoundingBox().minY, particleZ)
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.vel(particleX - caster.posX, 0, particleZ - caster.posZ).lifetime(30).colour(0.9f, 0.9f, 0.9f).spawn(world);
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particleX = caster.posX - 1.0d + 2 * world.rand.nextDouble();
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particleZ = caster.posZ - 1.0d + 2 * world.rand.nextDouble();
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IBlockState block = WizardryUtilities.getBlockEntityIsStandingOn(caster);
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if(block != null){
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@@ -94,6 +99,7 @@ public class Shockwave extends Spell {
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caster.getEntityBoundingBox().minY + 0.1, caster.posZ, 0, 0, 0);
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}
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caster.swingArm(hand);
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WizardryUtilities.playSoundAtPlayer(caster, WizardrySounds.SPELL_SHOCKWAVE, 1.0f, 0.7f);
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WizardryUtilities.playSoundAtPlayer(caster, WizardrySounds.SPELL_SHOCKWAVE, 2.0f, 0.3f);
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