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.function.Function;
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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.entity.construct.EntityMagicConstruct;
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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.EntityLiving;
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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.world.World;
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/**
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* Generic superclass for all spells which conjure constructs (i.e. instances of {@link EntityMagicConstruct}).
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* This allows all the relevant code to be centralised, since these spells all work in a similar way. Usually, a simple
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* instantiation of this class is sufficient to create a construct spell; if something extra needs to be done, such as
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* particle spawning, then methods can be overridden (perhaps using an anonymous class) to add the required functionality.
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* It is encouraged, however, to put extra functionality in the construct entity class instead whenever possible.
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* <p>
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* This class spawns the construct entity at the caster's feet, like ring of fire and healing aura. Use
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* {@link SpellConstructRanged} (which extends this class) for spells that spawn constructs at an aimed-at position.
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* <p>
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* By default, this type of spell can be cast by NPCs. {@link Spell#canBeCastByNPCs()}
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* <p>
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* By default, this type of spell does not require a packet to be sent. {@link Spell#doesSpellRequirePacket()}
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*
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* @author Electroblob
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* @since Wizardry 4.2
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* @see SpellConstructRanged
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*/
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public class SpellConstruct<T extends EntityMagicConstruct> extends Spell {
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/** A factory that creates projectile entities. */
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protected final Function<World, T> constructFactory;
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/** The base lifetime of the construct created by this spell, or -1 if the construct does not despawn. */
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protected final int baseDuration;
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/** The sound that gets played when this spell is cast, or null if the spell plays no sound. */
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@Nullable
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protected final SoundEvent sound;
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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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/** Whether the construct must be spawned on the ground. Defaults to false. */
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protected boolean requiresFloor = false;
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/** Whether constructs spawned by this spell may overlap. Defaults to false. */
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protected boolean allowOverlap = false;
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public SpellConstruct(String name, Tier tier, Element element, SpellType type, int cost, int cooldown, EnumAction action, Function<World, T> constructFactory, int baseDuration, SoundEvent sound){
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this(Wizardry.MODID, name, tier, element, type, cost, cooldown, action, constructFactory, baseDuration, sound);
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}
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public SpellConstruct(String modID, String name, Tier tier, Element element, SpellType type, int cost, int cooldown, EnumAction action, Function<World, T> constructFactory, int baseDuration, SoundEvent sound){
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super(modID, name, tier, element, type, cost, cooldown, action, false);
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this.constructFactory = constructFactory;
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this.baseDuration = baseDuration;
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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 The volume of the sound, relative to 1.
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* @param pitch The pitch of the sound, relative to 1.
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* @param pitchVariation The pitch variation. The pitch will be set to a random value within this range either side
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* of the set pitch value.
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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 SpellConstruct<T> 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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@Override public boolean doesSpellRequirePacket(){ return false; }
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@Override public boolean canBeCastByNPCs(){ return true; }
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/**
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* Sets whether the construct must be spawned on the ground.
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* @param requiresFloor True to require that the construct be spawned on the ground, false to allow it in mid-air.
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* Defaults to false.
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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 SpellConstruct<T> floor(boolean requiresFloor){
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this.requiresFloor = requiresFloor;
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return this;
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}
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/**
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* Sets whether constructs spawned by this spell may overlap.
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* @param allowOverlap True to allow overlapping, false to prevent it. Defaults to false.
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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 SpellConstruct<T> overlap(boolean allowOverlap){
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this.allowOverlap = allowOverlap;
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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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if(caster.onGround || !requiresFloor){
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if(!spawnConstruct(world, caster.posX, caster.posY, caster.posZ, caster, modifiers)) return false;
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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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return false;
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}
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@Override
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public boolean cast(World world, EntityLiving caster, EnumHand hand, int ticksInUse, EntityLivingBase target, SpellModifiers modifiers){
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if(target != null){
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if(caster.onGround || !requiresFloor){
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if(!spawnConstruct(world, caster.posX, caster.posY, caster.posZ, caster, modifiers)) return false;
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if(sound != null) caster.playSound(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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return false;
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}
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/**
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* Actually spawns the construct. By default, spawns the construct at the position of the caster and always returns
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* true. Returning false will cause the spell to fail.
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* @param world The world to spawn the construct in.
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* @param x The x coordinate to spawn the construct at.
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* @param y The y coordinate to spawn the construct at.
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* @param z The z coordinate to spawn the construct at.
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* @param caster The EntityLivingBase that cast this spell.
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* @param modifiers The modifiers with which the spell was cast.
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* @return false to cause the spell to fail, true to continue with casting.
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*/
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protected boolean spawnConstruct(World world, double x, double y, double z, EntityLivingBase caster, SpellModifiers modifiers){
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if(!world.isRemote){
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// Creates a new constuct using the supplied factory
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T construct = constructFactory.apply(world);
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// Sets the position of the construct (and initialises its bounding box)
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construct.setPosition(x, y, z);
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// Prevents overlapping of multiple constructs of the same type. Since we have an instance here this is
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// very simple. The trade-off is that we have to create the entity before the spell fails, but unless
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// world.spawnEntity(...) is called, its scope is limited to this method so it should be fine.
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if(!allowOverlap && !world.getEntitiesWithinAABB(construct.getClass(), caster.getEntityBoundingBox()).isEmpty()) return false;
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// Sets the various parameters
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construct.setCaster(caster);
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construct.lifetime = baseDuration == -1 ? -1 : (int)(baseDuration * modifiers.get(WizardryItems.duration_upgrade));
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construct.damageMultiplier = modifiers.get(SpellModifiers.POTENCY);
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addConstructExtras(construct, caster, modifiers);
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// Spawns the construct in the world
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world.spawnEntity(construct);
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}
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return true;
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}
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/**
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* Called just before each construct is spawned. Does nothing by default, but is provided to allow subclasses to call
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* extra methods on the spawned entity. This method is only called server-side so cannot be used to spawn particles
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* directly.
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* @param construct The entity being spawned.
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* @param caster The caster of this spell.
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* @param modifiers The modifiers this spell was cast with.
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*/
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// This is the reason this class is generic: it allows subclasses to do whatever they want to their specific entity,
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// without needing to cast to it.
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protected void addConstructExtras(T construct, EntityLivingBase caster, SpellModifiers modifiers){}
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}
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