Clean up a bunch of TODOs that are no longer relevant

This commit is contained in:
Electroblob77
2020-09-23 23:49:36 +01:00
parent ed9e9110e5
commit aac931f6b2
12 changed files with 5 additions and 15 deletions
@@ -79,7 +79,6 @@ public final class WizardryEventHandler {
public static void onPlayerLoggedInEvent(PlayerLoggedInEvent event){
// When a player logs in, they are sent the glyph data, server settings and spell properties.
if(event.player instanceof EntityPlayerMP){
// TODO: Move these to handler classes where possible
SpellGlyphData.get(event.player.world).sync((EntityPlayerMP)event.player);
SpellEmitterData.get(event.player.world).sync((EntityPlayerMP)event.player);
Wizardry.settings.sync((EntityPlayerMP)event.player);
@@ -164,7 +164,6 @@ public class ModelRendererExtended extends ModelRenderer {
@Override
public void postRender(float scale){
// TODO: It may just be easier to hardcode the item rotation part of the animation as well
// Exactly the same setup as above, just add item rotation/translation fields and setters
// float angle = 1;
// float radius = 10;
@@ -426,7 +426,7 @@ public class GuiLectern extends GuiSpellInfo implements ISpellSortable {
}
}
if(!availableSpells.contains(currentSpell)) currentSpell = Spells.none; // TODO: Do we want this?
if(!availableSpells.contains(currentSpell)) currentSpell = Spells.none;
updateMatchingSpells();
updateButtonVisiblity();
@@ -247,7 +247,7 @@ public class CommandCastSpell extends CommandBase {
if(data != null){
if(data.isCasting()){
data.stopCastingContinuousSpell(); // TODO: Where should this go now?
data.stopCastingContinuousSpell(); // I think on balance this is quite a nice feature to leave in
}else{
data.startCastingContinuousSpell(spell, modifiers, duration);
@@ -31,7 +31,6 @@ public class EntityStormElemental extends EntitySummonedCreature implements ISpe
public EntityStormElemental(World world){
super(world);
// For some reason this can't be in initEntityAI
// TESTME: May need to be inside a !world.isRemote check.
this.tasks.addTask(0, this.spellAttackAI);
}
@@ -252,7 +252,6 @@ public class EntityWizard extends EntityCreature implements INpc, IMerchant, ISp
// Apparently nothing goes here, and nothing's here in EntityVillager either...
}
// TESTME: Should this be getName instead?
@Override
public ITextComponent getDisplayName(){
@@ -95,8 +95,6 @@ public class Paralysis extends SpellRay {
// See WizardryClientEventHandler for prevention of players' movement under the effects of paralysis
// TODO: (Animated?) screen overlay effect for paralysed players in first-person
@SubscribeEvent
public static void onLivingUpdateEvent(LivingUpdateEvent event){
// Disables entities' AI when under the effects of paralysis and re-enables it on the last update of the effect
@@ -22,7 +22,6 @@ public class PocketWorkbench extends Spell {
@Override
public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
// TODO: Investigate possible item duplication bug with this spell. So far I have been unable to recreate it.
if(!world.isRemote){
caster.openGui(Wizardry.instance, WizardryGuiHandler.PORTABLE_CRAFTING, world, (int)caster.posX,
(int)caster.posY, (int)caster.posZ);
@@ -148,7 +148,7 @@ public class Possession extends SpellRay {
if(!shootSpell(world, origin, look, caster, ticksInUse, modifiers)) return false;
// if(casterSwingsArm(world, caster, hand, ticksInUse, modifiers)) caster.swingArm(hand);
this.playSound(world, caster, ticksInUse, -1, modifiers, "possess"); // TODO: There must be a better way...
this.playSound(world, caster, ticksInUse, -1, modifiers, "possess");
return true;
}
@@ -305,7 +305,7 @@ public abstract class Spell extends IForgeRegistryEntry.Impl<Spell> implements C
.map(s -> s.properties).toArray(SpellProperties[]::new)));
}else{
// On the client side, wipe the spell properties so the new ones can be set
// TESTME: Can we guarantee this happens before the packet arrives?
// Not sure if we can guarantee this happens before the packet arrives, but it hasn't caused any problems yet!
clearProperties();
}
}
@@ -186,7 +186,7 @@ public class TileEntityBookshelf extends TileEntityLockableLoot implements ITick
natural = nbt.getBoolean(NATURAL_NBT_KEY);
if(!this.checkLootAndRead(nbt)){
// TODO: Replace with ItemStackHelper#loadAllItems
NBTTagList tagList = nbt.getTagList("Inventory", NBT.TAG_COMPOUND);
for(int i = 0; i < tagList.tagCount(); i++){
@@ -211,8 +211,6 @@ public class TileEntityBookshelf extends TileEntityLockableLoot implements ITick
if(!this.checkLootAndWrite(nbt)){
// TODO: Replace with ItemStackHelper#saveAllItems
NBTTagList itemList = new NBTTagList();
for(int i = 0; i < getSizeInventory(); i++){
@@ -200,7 +200,6 @@ public abstract class WorldGenWizardryStructure implements IWorldGenerator {
// To properly minimise cascading worldgen lag, the method below returns the position where the corner needs
// to be such that the original structure's NW (-X, -Z) corner is at the origin.
// TODO: Actually this may not truly minimise cascading, hmmm
origin = template.getZeroPositionWithTransform(origin, settings.getMirror(), settings.getRotation());
spawnStructure(random, world, origin, template, settings, structureFile);