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