Miscellaneous cleanup and commenting
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@@ -87,7 +87,13 @@ public class Wizardry {
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/** Static instance of the {@link Settings} object for Wizardry. */
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public static final Settings settings = new Settings();
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/** Static instance of the {@link Logger} object for Wizardry. */
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/** Static instance of the {@link Logger} object for Wizardry.
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* <p>
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* Logging conventions for wizardry (only these levels are used currently):
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* <p>
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* - <b>ERROR</b>: Anything that threw an exception; may or may not crash the game.<br>
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* - <b>WARN</b>: Anything that isn't supposed to happen during normal operation, but didn't throw an exception.<br>
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* - <b>INFO</b>: Anything that might happen during normal mod operation that the user needs to know about. */
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public static Logger logger;
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// private static Pattern entityNamePattern;
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@@ -45,10 +45,8 @@ public class BlockSpectral extends BlockContainer {
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return EnumBlockRenderType.MODEL;
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}
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// Apparently it's OK to override this, despite it being deprecated. More
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// importantly, it being deprecated is not
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// Forge's doing, rather it is Mojang themselves misusing the @Deprecated
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// annotation to mean 'internal, don't call'.
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// Apparently it's OK to override this, despite it being deprecated. More importantly, it being deprecated is not
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// Forge's doing, rather it is Mojang themselves misusing the @Deprecated annotation to mean 'internal, don't call'.
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@Override
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public boolean isOpaqueCube(IBlockState state){
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return false;
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@@ -79,8 +79,13 @@ public final class WizardryClientEventHandler {
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@SubscribeEvent
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public static void onTextureStitchEvent(TextureStitchEvent.Pre event){
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event.getMap().registerSprite(ContainerArcaneWorkbench.EMPTY_SLOT_CRYSTAL);
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event.getMap().registerSprite(ContainerArcaneWorkbench.EMPTY_SLOT_UPGRADE);
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// for(int i=0; i<7; i++){
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// event.getMap().registerSprite(new ResourceLocation(Wizardry.MODID, "particle/ice_" + i));
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// }
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}
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// Shift-scrolling to change spells
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@@ -53,6 +53,8 @@ public class LayerStone implements LayerRenderer<EntityLivingBase> {
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this.renderer = renderer;
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this.model = renderer.getMainModel();
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}
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// FIXME: Does not work with zombie pigmen, I have no idea why.
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@Override
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public void doRenderLayer(EntityLivingBase entity, float limbSwing, float limbSwingAmount, float partialTicks,
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@@ -78,7 +78,7 @@ public interface Imbuement {
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// If any imbuements were removed, replaces the enchantments on the book with the new ones, or
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// deletes the book entirely if there are none left.
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if(enchantments.isEmpty()){
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slot.putStack(ItemStack.EMPTY); // NOTE: Will need changing in 1.11
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slot.putStack(ItemStack.EMPTY);
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Wizardry.logger.info("Deleted enchanted book with illegal enchantments");
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}else{
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EnchantmentHelper.setEnchantments(enchantments, slot.getStack());
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@@ -161,12 +161,12 @@ public class EntityWizard extends EntityVillager implements ISpellCaster, IEntit
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// ... and is a mob, a summoned creature ...
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if((entity instanceof IMob || entity instanceof ISummonedCreature
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// ... or in the whitelist ...
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// ... or in the whitelist ...
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|| Arrays.asList(Wizardry.settings.summonedCreatureTargetsWhitelist)
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.contains(EntityList.getEntityString(entity).toLowerCase(Locale.ROOT)))
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.contains(EntityList.getEntityString(entity).toLowerCase(Locale.ROOT)))
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// ... and isn't in the blacklist ...
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&& !Arrays.asList(Wizardry.settings.summonedCreatureTargetsBlacklist)
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.contains(EntityList.getEntityString(entity).toLowerCase(Locale.ROOT))){
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.contains(EntityList.getEntityString(entity).toLowerCase(Locale.ROOT))){
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// ... it can be attacked.
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return true;
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}
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@@ -520,7 +520,7 @@ public class EntityWizard extends EntityVillager implements ISpellCaster, IEntit
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}
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// TODO: Switch all of this over to some kind of loot pool system?
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private ItemStack getRandomPrice(Tier tier){
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ItemStack itemstack = ItemStack.EMPTY;
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switch(this.rand.nextInt(3)){
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@@ -594,8 +594,7 @@ public class EntityWizard extends EntityVillager implements ISpellCaster, IEntit
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}else if(randomiser < 8){
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return new ItemStack(WizardryItems.arcane_tome, 1, 1);
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}else if(randomiser < 10){
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EntityEquipmentSlot slot = WizardryUtilities.ARMOUR_SLOTS[rand
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.nextInt(WizardryUtilities.ARMOUR_SLOTS.length)];
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EntityEquipmentSlot slot = WizardryUtilities.ARMOUR_SLOTS[rand.nextInt(WizardryUtilities.ARMOUR_SLOTS.length)];
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if(this.getElement() != Element.MAGIC && rand.nextInt(4) > 0){
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// This means it is more likely for armour sold to be of the same element as the wizard if the
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// wizard has an element.
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