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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package electroblob.wizardry.spell;
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import java.util.List;
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import javax.annotation.Nullable;
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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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import electroblob.wizardry.registry.WizardryItems;
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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.entity.EntityLivingBase;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.EnumAction;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.SoundEvent;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.world.World;
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public abstract class SpellAreaEffect extends Spell {
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// TODO: This class doesn't really work as it is right now, it needs rethinking. The aim is to try and have all the
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// different casting methods call a single (abstract) positional method to do the actual AoE.
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/** The base radius of this spell's area of effect. */
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protected final double baseRadius;
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/** The sound that gets played when this spell is cast. */
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@Nullable
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protected final SoundEvent sound;
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/** The average number of particles to spawn per block in this spell's area of effect. */
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protected float particleDensity = 0.65f;
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/** The volume of the sound played when this spell is cast. Defaults to 1. */
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protected float volume = 1;
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/** The pitch of the sound played when this spell is cast. Defaults to 1. */
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protected float pitch = 1;
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/** The pitch variation of the sound played when this spell is cast. Defaults to 0. */
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protected float pitchVariation = 0;
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public SpellAreaEffect(String name, Tier tier, Element element, SpellType type, int cost, int cooldown, EnumAction action, double baseRadius, SoundEvent sound){
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this(Wizardry.MODID, name, tier, element, type, cost, cooldown, action, baseRadius, sound);
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}
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public SpellAreaEffect(String modID, String name, Tier tier, Element element, SpellType type, int cost, int cooldown, EnumAction action, double baseRadius, SoundEvent sound){
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super(modID, name, tier, element, type, cost, cooldown, action, false);
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this.baseRadius = baseRadius;
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this.sound = sound;
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}
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/**
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* Sets the sound parameters for this spell.
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* @param volume
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* @param pitch
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* @param pitchVariation
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* @return The spell instance, allowing this method to be chained onto the constructor.
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*/
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public SpellAreaEffect soundValues(float volume, float pitch, float pitchVariation) {
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this.volume = volume;
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this.pitch = pitch;
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this.pitchVariation = pitchVariation;
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return this;
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}
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/**
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* Sets the number of particles to spawn per block for this spell.
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* @param particleDensity The average number of particles to spawn per block in this spell's area of effect.
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* @return The spell instance, allowing this method to be chained onto the constructor.
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*/
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public SpellAreaEffect particleDensity(float particleDensity) {
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this.particleDensity = particleDensity;
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return this;
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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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baseRadius * modifiers.get(WizardryItems.blast_upgrade), caster.posX, caster.posY, caster.posZ, world);
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targets.removeIf(target -> !WizardryUtilities.isValidTarget(caster, target));
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for(EntityLivingBase target : targets){
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affectEntity(world, caster, target, modifiers);
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}
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if(world.isRemote){
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spawnParticleEffect(world, caster, modifiers);
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}
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if(sound != null) WizardryUtilities.playSoundAtPlayer(caster, sound, volume, pitch + pitchVariation * (world.rand.nextFloat() - 0.5f));
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return true;
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}
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/**
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* Called to do something to each entity within the spell's area of effect.
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* @param world The world in which the spell was cast.
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* @param caster The entity that cast the spell.
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* @param target The entity to do something to.
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* @param modifiers The modifiers the spell was cast with.
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*/
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protected abstract void affectEntity(World world, EntityLivingBase caster, EntityLivingBase target, SpellModifiers modifiers);
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/**
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* Called to spawn the spell's particle effect. By default, this generates a set of random points within the spell's
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* area of effect and calls {@link SpellAreaEffect#spawnParticle(World, double, double, double)} at each to spawn
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* the individual particles. Only called client-side. Override to add a custom particle effect.
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* @param world
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* @param caster
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* @param modifiers
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*/
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protected void spawnParticleEffect(World world, EntityLivingBase caster, SpellModifiers modifiers){
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double maxRadius = baseRadius * modifiers.get(WizardryItems.blast_upgrade);
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int particleCount = (int)Math.round(particleDensity * Math.PI * maxRadius * maxRadius);
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for(int i=0; i<particleCount; i++){
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double radius = (1 + world.rand.nextDouble() * (maxRadius - 1));
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float angle = world.rand.nextFloat() * (float)Math.PI * 2f;
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spawnParticle(world, caster.posX + radius * MathHelper.cos(angle),
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caster.getEntityBoundingBox().minY,
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caster.posZ + radius * MathHelper.sin(angle));
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}
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}
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/**
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* Called at each point within the spell's area of effect to spawn one or more particles at that point. Only called
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* client-side. Does nothing by default.
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* @param world The world in which to spawn the particle.
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* @param x The x-coordinate to spawn the particle at, already set to a random point within the spell's area of effect.
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* @param y The y-coordinate to spawn the particle at, already set to a random point within the spell's area of effect.
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* @param z The z-coordinate to spawn the particle at, already set to a random point within the spell's area of effect.
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*/
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protected void spawnParticle(World world, double x, double y, double z){}
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}
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