diff --git a/src/main/java/electroblob/wizardry/WizardryEventHandler.java b/src/main/java/electroblob/wizardry/WizardryEventHandler.java index 474c902d..2230f83b 100644 --- a/src/main/java/electroblob/wizardry/WizardryEventHandler.java +++ b/src/main/java/electroblob/wizardry/WizardryEventHandler.java @@ -61,19 +61,6 @@ import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import net.minecraftforge.fml.common.gameevent.PlayerEvent.PlayerLoggedInEvent; -// Better ways of organising event handling: -// - Split it into several separate handlers, each with a logical area to deal with (see Astral Sorcery) -// - Remove most of the stuff, and have individual spell, item, block, entity, etc. classes handle their own events -// (see Botania) -// - Keep all the methods, but delegate near-repeated behaviours to their individual spell/potion/whatever classes -// (TGG does this, apparently) -// Incidentally, Twilight Forest still has one big event handler class - and a comment about how it's so long...! - -// In the end, I decided the most pragmatic solution was to either use the second option or keep things how they were, -// whichever will result in more readable/easily maintainable code in each case. To keep in line with the modularity -// of the spell system, the goal is to have nothing in here which relates to a specific spell (mostly done, but a few -// things remain). - /** * As of Wizardry 2.1, most of the code in this class has been relocated somewhere sensible, leaving only a few * miscellaneous things that don't make much sense anywhere else, or that are better kept together. Previously, this was diff --git a/src/main/java/electroblob/wizardry/constants/Element.java b/src/main/java/electroblob/wizardry/constants/Element.java index 5d310c39..9e582567 100644 --- a/src/main/java/electroblob/wizardry/constants/Element.java +++ b/src/main/java/electroblob/wizardry/constants/Element.java @@ -14,15 +14,14 @@ public enum Element { /** * The 'default' element, with {@link electroblob.wizardry.spell.MagicMissile MagicMissile} being its only spell. */ - MAGIC(new Style().setColor(TextFormatting.GRAY), "simple", Wizardry.MODID), FIRE( - new Style().setColor(TextFormatting.DARK_RED), "fire", - Wizardry.MODID), ICE(new Style().setColor(TextFormatting.AQUA), "ice", Wizardry.MODID), LIGHTNING( - new Style().setColor(TextFormatting.DARK_AQUA), "lightning", - Wizardry.MODID), NECROMANCY(new Style().setColor(TextFormatting.DARK_PURPLE), "necromancy", - Wizardry.MODID), EARTH(new Style().setColor(TextFormatting.DARK_GREEN), "earth", - Wizardry.MODID), SORCERY(new Style().setColor(TextFormatting.GREEN), "sorcery", - Wizardry.MODID), HEALING(new Style().setColor(TextFormatting.YELLOW), - "healing", Wizardry.MODID); + MAGIC(new Style().setColor(TextFormatting.GRAY), "simple", Wizardry.MODID), + FIRE(new Style().setColor(TextFormatting.DARK_RED), "fire", Wizardry.MODID), + ICE(new Style().setColor(TextFormatting.AQUA), "ice", Wizardry.MODID), + LIGHTNING(new Style().setColor(TextFormatting.DARK_AQUA), "lightning", Wizardry.MODID), + NECROMANCY(new Style().setColor(TextFormatting.DARK_PURPLE), "necromancy", Wizardry.MODID), + EARTH(new Style().setColor(TextFormatting.DARK_GREEN), "earth", Wizardry.MODID), + SORCERY(new Style().setColor(TextFormatting.GREEN), "sorcery", Wizardry.MODID), + HEALING(new Style().setColor(TextFormatting.YELLOW), "healing", Wizardry.MODID); /** Display colour for this element */ private final Style colour;