Add entity- and tileentity-sensitive versions of Spell#canBeCastByNPCs and Spell#canBeCastByDispensers
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@@ -252,7 +252,7 @@ public class EntityEvilWizard extends EntityMob implements ISpellCaster, IEntity
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// When right-clicked with a spell book in creative, sets one of the spells to that spell
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if(player.isCreative() && stack.getItem() instanceof ItemSpellBook){
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Spell spell = Spell.byMetadata(stack.getItemDamage());
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if(this.spells.size() >= 4 && spell.canBeCastByNPCs()){
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if(this.spells.size() >= 4 && spell.canBeCastBy(this, true)){
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// The set(...) method returns the element that was replaced - neat!
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player.sendMessage(new TextComponentTranslation("item." + Wizardry.MODID + ":spell_book.apply_to_wizard",
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this.getDisplayName(), this.spells.set(rand.nextInt(3) + 1, spell).getNameForTranslationFormatted(),
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@@ -369,7 +369,7 @@ public class EntityEvilWizard extends EntityMob implements ISpellCaster, IEntity
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// All wizards know magic missile, even if it is disabled.
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spells.add(Spells.magic_missile);
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Tier maxTier = EntityWizard.populateSpells(spells, element, hasStructure, 3, rand);
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Tier maxTier = EntityWizard.populateSpells(this, spells, element, hasStructure, 3, rand);
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// Now done after the spells so it can take the tier into account. For evil wizards this is slightly different;
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// it picks a random wand which is at least a high enough tier for the spells the wizard has.
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@@ -359,7 +359,7 @@ public class EntityWizard extends EntityCreature implements INpc, IMerchant, ISp
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// When right-clicked with a spell book in creative, sets one of the spells to that spell
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if(player.isCreative() && stack.getItem() instanceof ItemSpellBook){
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Spell spell = Spell.byMetadata(stack.getItemDamage());
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if(this.spells.size() >= 4 && spell.canBeCastByNPCs()){
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if(this.spells.size() >= 4 && spell.canBeCastBy(this, true)){
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// The set(...) method returns the element that was replaced - neat!
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player.sendMessage(new TextComponentTranslation("item." + Wizardry.MODID + ":spell_book.apply_to_wizard",
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this.getDisplayName(), this.spells.set(rand.nextInt(3) + 1, spell).getNameForTranslationFormatted(),
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@@ -752,7 +752,7 @@ public class EntityWizard extends EntityCreature implements INpc, IMerchant, ISp
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// All wizards know magic missile, even if it is disabled.
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spells.add(Spells.magic_missile);
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Tier maxTier = populateSpells(spells, element, false, 3, rand);
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Tier maxTier = populateSpells(this, spells, element, false, 3, rand);
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// Now done after the spells so it can take the tier into account.
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ItemStack wand = new ItemStack(WizardryItems.getWand(maxTier, element));
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@@ -769,19 +769,21 @@ public class EntityWizard extends EntityCreature implements INpc, IMerchant, ISp
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/**
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* Adds n random spells to the given list. The spells will be of the given element if possible. Extracted as a
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* separate function since it was the same in both EntityWizard and EntityEvilWizard.
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*
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*
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* @param wizard The wizard whose spells are to be populated.
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* @param spells The spell list to be populated.
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* @param e The element that the spells should belong to, or {@link Element#MAGIC} for a random element each time.
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* @param master Whether to include master spells.
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* @param n The number of spells to add.
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* @param random A random number generator to use.
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* @return The tier of the highest-tier spell that was added to the list.
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*/
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static Tier populateSpells(List<Spell> spells, Element e, boolean master, int n, Random random){
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static Tier populateSpells(final EntityLiving wizard, List<Spell> spells, Element e, boolean master, int n, Random random){
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// This is the tier of the highest tier spell added.
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Tier maxTier = Tier.NOVICE;
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List<Spell> npcSpells = Spell.getSpells(Spell.npcSpells);
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List<Spell> npcSpells = Spell.getSpells(s -> s.canBeCastBy(wizard, false));
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npcSpells.removeIf(s -> !s.applicableForItem(WizardryItems.spell_book));
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for(int i = 0; i < n; i++){
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@@ -36,7 +36,7 @@ public interface ISpellCaster {
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*
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* @return A list of {@link Spell} instances. A random spell from this list will be cast when the entity attacks.
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* The list will not be modified by the AI class and can therefore be an immutable list. The spells in the
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* list <b>must</b> be castable by NPCs (i.e. {@link Spell#canBeCastByNPCs()} returns true).
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* list <b>must</b> be castable by NPCs (i.e. {@link Spell#canBeCastBy(net.minecraft.entity.EntityLiving, boolean)} returns true).
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*/
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@Nonnull
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public List<Spell> getSpells();
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@@ -68,7 +68,7 @@ public interface ISpellCaster {
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public void setContinuousSpell(Spell spell);
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/**
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* Returns the aiming arror for the given difficulty, used in projectile spells. Defaults to the values used by
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* Returns the aiming error for the given difficulty, used in projectile spells. Defaults to the values used by
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* skeletons, which are: Easy - 10, Normal - 6, Hard - 2, Peaceful - 10 (rarely used).
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*/
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// This is what default methods are actually intended for!
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