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@@ -118,9 +118,15 @@ public abstract class Spell extends IForgeRegistryEntry.Impl<Spell> implements C
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public static final String SPLASH_EFFECT_STRENGTH = "splash_effect_strength";
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// TODO: Translations for these?
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public static final String TIER_MATCH_PREFIX = "tier=";
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public static final String ELEMENT_MATCH_PREFIX = "element=";
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public static final String TYPE_MATCH_PREFIX = "type=";
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public static final String TIER_MATCH_PREFIX = "tier";
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public static final String ELEMENT_MATCH_PREFIX = "element";
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public static final String TYPE_MATCH_PREFIX = "type";
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public static final String DISCOVERED_MATCH_PREFIX = "discovered";
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public static final String MODID_MATCH_PREFIX = "modid";
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public static final String MATCH_CONDITION_SEPARATOR = ";";
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public static final String MATCH_KEY_VALUE_SEPARATOR = "=";
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public static final String MATCH_VALUE_SEPARATOR = ",";
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/** Forge registry-based replacement for the internal spells list. */
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public static IForgeRegistry<Spell> registry;
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@@ -682,26 +688,68 @@ public abstract class Spell extends IForgeRegistryEntry.Impl<Spell> implements C
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/**
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* Returns whether this spell matches the given string. <b>Client-side only!</b> A spell matches a particular string
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* if any of the following conditions are true:<p></p>
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* if any of the following conditions are true:
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* <p></p>
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* - The spell's localised name contains the given string<br>
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* - The string starts with "tier:", and the localised name of the spell's tier contains the given string<br>
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* - The string starts with "element:", and the localised name of the spell's element contains the given string<br>
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* - The string starts with "type:", and the localised name of the spell's type contains the given string<p></p>
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* - The string starts with "type:", and the localised name of the spell's type contains the given string
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* <p></p>
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* <i>Matches are not case-sensitive.</i>
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* @param text The string to tested
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* @return True if this spell matches the given string, false otherwise.
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*/
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public boolean matches(@Nonnull String text){
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if(text.startsWith(TIER_MATCH_PREFIX)){
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return getTier().getDisplayName().toLowerCase(Locale.ROOT).contains(text.substring(TIER_MATCH_PREFIX.length()));
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}else if(text.startsWith(ELEMENT_MATCH_PREFIX)){
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return getElement().getDisplayName().toLowerCase(Locale.ROOT).contains(text.substring(ELEMENT_MATCH_PREFIX.length()));
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}else if(text.startsWith(TYPE_MATCH_PREFIX)){
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return getType().getDisplayName().toLowerCase(Locale.ROOT).contains(text.substring(TYPE_MATCH_PREFIX.length()));
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}else{
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return getDisplayName().toLowerCase(Locale.ROOT).contains(text);
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if(text.isEmpty()) return true;
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boolean discovered = Wizardry.proxy.shouldDisplayDiscovered(this, null);
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String[] conditions = text.split(MATCH_CONDITION_SEPARATOR);
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for(String condition : conditions){
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String[] args = condition.split(MATCH_KEY_VALUE_SEPARATOR, 2);
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// Invalid condition, treat the whole lot as a spell name instead
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if(args.length < 2) return discovered && getDisplayName().toLowerCase(Locale.ROOT).contains(text);
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String key = args[0];
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String[] values = args[1].split(MATCH_VALUE_SEPARATOR);
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String target;
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switch(key){
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case TIER_MATCH_PREFIX:
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// Tier IS known for undiscovered spells so we can match it
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target = getTier().getDisplayName().toLowerCase(Locale.ROOT);
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break;
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case ELEMENT_MATCH_PREFIX:
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if(!discovered) return false; // Element is unknown so doesn't match
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target = getElement().getDisplayName().toLowerCase(Locale.ROOT);
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break;
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case TYPE_MATCH_PREFIX:
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if(!discovered) return false; // Type is unknown so doesn't match
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target = getType().getDisplayName().toLowerCase(Locale.ROOT);
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break;
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case MODID_MATCH_PREFIX:
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if(!discovered) return false; // Mod ID is unknown so doesn't match
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target = getRegistryName().getNamespace().toLowerCase(Locale.ROOT);
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break;
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case DISCOVERED_MATCH_PREFIX:
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target = Boolean.toString(discovered);
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break;
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default:
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// Invalid condition, treat the whole lot as a spell name instead
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return discovered && getDisplayName().toLowerCase(Locale.ROOT).contains(text);
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}
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if(Arrays.stream(values).noneMatch(target::contains)) return false; // Didn't match
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}
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return true; // Matched all the conditions, yay!
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}
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// ============================================ Sound methods ==============================================
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