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
@@ -0,0 +1,120 @@
package electroblob.wizardry.spell;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.constants.Element;
import electroblob.wizardry.constants.SpellType;
import electroblob.wizardry.constants.Tier;
import electroblob.wizardry.item.IConjuredItem;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.registry.WizardrySounds;
import electroblob.wizardry.util.ParticleBuilder;
import electroblob.wizardry.util.ParticleBuilder.Type;
import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumHand;
import net.minecraft.util.SoundEvent;
import net.minecraft.world.World;
/**
* Generic superclass for all spells which conjure an item for a certain duration.
* This allows all the relevant code to be centralised, since these spells all work in the same way. Usually, a simple
* instantiation of this class is sufficient to create a conjuration spell; if something extra needs to be done, such as
* a custom particle effect or conjuring the item in a specific slot, then methods can be overridden (perhaps using an
* anonymous class) to add the required functionality.
* <p>
* By default, this type of spell cannot be cast by NPCs. {@link Spell#canBeCastByNPCs()}
* <p>
* By default, this type of spell requires a packet to be sent. {@link Spell#doesSpellRequirePacket()}
*
* @author Electroblob
* @since Wizardry 4.2
* @see IConjuredItem
*/
public class SpellConjuration extends Spell {
/** The item that is conjured by this spell. Should implement {@link IConjuredItem}. */
protected final Item item;
/** The sound that gets played when this spell is cast. */
protected final SoundEvent sound;
/** The volume of the sound played when this spell is cast. Defaults to 1. */
protected float volume = 1;
/** The pitch of the sound played when this spell is cast. Defaults to 1. */
protected float pitch = 1;
/** The pitch variation of the sound played when this spell is cast. Defaults to 0. */
protected float pitchVariation = 0;
public SpellConjuration(String name, Tier tier, Element element, SpellType type, int cost, int cooldown, Item item, SoundEvent sound){
this(Wizardry.MODID, name, tier, element, type, cost, cooldown, item, sound);
}
public SpellConjuration(String modID, String name, Tier tier, Element element, SpellType type, int cost, int cooldown, Item item, SoundEvent sound){
super(modID, name, tier, element, type, cost, cooldown, EnumAction.BOW, false);
this.item = item;
this.sound = sound;
}
/**
* Sets the sound parameters for this spell.
* @param volume
* @param pitch
* @param pitchVariation
* @return The spell instance, allowing this method to be chained onto the constructor.
*/
public SpellConjuration soundValues(float volume, float pitch, float pitchVariation) {
this.volume = volume;
this.pitch = pitch;
this.pitchVariation = pitchVariation;
return this;
}
@Override
public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
if(conjureItem(caster, modifiers)){
if(world.isRemote) spawnParticles(world, caster, modifiers);
WizardryUtilities.playSoundAtPlayer(caster, WizardrySounds.SPELL_CONJURATION, 1, 1);
return true;
}
return false;
}
/** Spawns sparkle particles around the caster. Override to add a custom particle effect. Only called client-side. */
protected void spawnParticles(World world, EntityLivingBase caster, SpellModifiers modifiers){
for(int i=0; i<10; i++){
double x = caster.posX + world.rand.nextDouble() * 2 - 1;
double y = caster.getEntityBoundingBox().minY + caster.getEyeHeight() - 0.5 + world.rand.nextDouble();
double z = caster.posZ + world.rand.nextDouble() * 2 - 1;
ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, 0.1, 0).colour(0.7f, 0.9f, 1).spawn(world);
}
}
/** Adds this spell's item to the given player's inventory, placing it in the main hand if the main hand is empty.
* Returns true if the item was successfully added to the player's inventory, false if there as no space or if the
* player already had the item. Override to add special conjuring behaviour. */
protected boolean conjureItem(EntityPlayer caster, SpellModifiers modifiers){
ItemStack stack = new ItemStack(item);
IConjuredItem.setDurationMultiplier(stack, modifiers.get(WizardryItems.duration_upgrade));
if(WizardryUtilities.doesPlayerHaveItem(caster, item)) return false;
if(caster.getHeldItemMainhand().isEmpty()){
caster.setHeldItem(EnumHand.MAIN_HAND, stack);
return true;
}else{
return caster.inventory.addItemStackToInventory(stack);
}
}
}