The great particle refactoring part 1: Introducing ParticleBuilder!
Adds ParticleBuilder to replace the particle spawning methods in the proxies, and changes all particle spawning to use the builder except for in the spell classes, which are to be reorganised first.
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@@ -4,7 +4,8 @@ import electroblob.wizardry.WizardData;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.item.ItemWand;
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import electroblob.wizardry.registry.WizardrySounds;
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import electroblob.wizardry.util.WizardryParticleType;
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import electroblob.wizardry.util.ParticleBuilder;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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import net.minecraft.entity.EntityAgeable;
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import net.minecraft.entity.IEntityLivingData;
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import net.minecraft.entity.ai.EntityAIAttackMelee;
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@@ -81,18 +82,21 @@ public class EntitySpiritWolf extends EntityWolf {
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// Adds Particles on spawn. Due to client/server differences this cannot be done
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// in the item.
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if(this.world.isRemote){
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for(int i = 0; i < 15; i++){
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Wizardry.proxy.spawnParticle(WizardryParticleType.SPARK, world,
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this.posX - this.width / 2 + this.rand.nextFloat() * width,
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this.posY + this.height * this.rand.nextFloat() + 0.2f,
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this.posZ - this.width / 2 + this.rand.nextFloat() * width, 0, 0, 0, 48 + this.rand.nextInt(12),
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0.8f, 0.8f, 1.0f);
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}
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this.spawnAppearParticles();
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}
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return livingdata;
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}
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private void spawnAppearParticles(){
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for(int i=0; i<15; i++){
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double x = this.posX - this.width / 2 + this.rand.nextFloat() * width;
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double y = this.posY + this.height * this.rand.nextFloat() + 0.2f;
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double z = this.posZ - this.width / 2 + this.rand.nextFloat() * width;
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).colour(0.8f, 0.8f, 1.0f).spawn(world);
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}
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}
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@Override
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public void onUpdate(){
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@@ -100,10 +104,10 @@ public class EntitySpiritWolf extends EntityWolf {
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// Adds a dust particle effect
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if(this.world.isRemote){
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Wizardry.proxy.spawnParticle(WizardryParticleType.DUST, world,
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this.posX - this.width / 2 + this.rand.nextFloat() * width,
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this.posY + this.height * this.rand.nextFloat() + 0.2f,
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this.posZ - this.width / 2 + this.rand.nextFloat() * width, 0, 0, 0, 0, 0.8f, 0.8f, 1.0f);
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double x = this.posX - this.width / 2 + this.rand.nextFloat() * width;
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double y = this.posY + this.height * this.rand.nextFloat() + 0.2f;
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double z = this.posZ - this.width / 2 + this.rand.nextFloat() * width;
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ParticleBuilder.create(Type.DUST).pos(x, y, z).colour(0.8f, 0.8f, 1.0f).shaded(true).spawn(world);
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}
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}
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@@ -119,17 +123,17 @@ public class EntitySpiritWolf extends EntityWolf {
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if(stack.getItem() instanceof ItemWand && this.getOwner() == player && player.isSneaking()){
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// Prevents accidental double clicking.
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if(this.ticksExisted > 20){
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for(int i = 0; i < 10; i++){
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Wizardry.proxy.spawnParticle(WizardryParticleType.SPARKLE, world,
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this.posX - this.width / 2 + this.rand.nextFloat() * width,
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this.posY + this.height * this.rand.nextFloat() + 0.2f,
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this.posZ - this.width / 2 + this.rand.nextFloat() * width, 0, 0, 0,
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48 + this.rand.nextInt(12), 0.8f, 0.8f, 1.0f);
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if(this.world.isRemote){
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this.spawnAppearParticles();
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}
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this.setDead();
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if(WizardData.get(player) != null){
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WizardData.get(player).hasSpiritWolf = false;
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}
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this.playSound(WizardrySounds.SPELL_HEAL, 0.7F, rand.nextFloat() * 0.4F + 1.0F);
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// This is necessary to prevent the wand's spell being cast when performing this
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// action.
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