Remove all references to WandHelper from GuiSpellDisplay and abstract them behind ISpellCastingItem
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@@ -15,7 +15,6 @@ import electroblob.wizardry.registry.Spells;
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import electroblob.wizardry.registry.WizardryPotions;
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import electroblob.wizardry.spell.Spell;
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import electroblob.wizardry.util.SpellModifiers;
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import electroblob.wizardry.util.WandHelper;
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import net.minecraft.client.Minecraft;
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import net.minecraft.client.gui.FontRenderer;
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import net.minecraft.client.renderer.GlStateManager;
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@@ -156,7 +155,9 @@ public class GuiSpellDisplay {
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if(Minecraft.getMinecraft().gameSettings.showDebugInfo) return; // Don't show charge meter in the debug screen
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if(Minecraft.getMinecraft().gameSettings.thirdPersonView != 0) return; // Don't show in third person
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Spell spell = WandHelper.getCurrentSpell(wand);
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if(!(wand.getItem() instanceof ISpellCastingItem)) throw new IllegalArgumentException("The given stack must contain an ISpellCastingItem!");
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Spell spell = ((ISpellCastingItem)wand.getItem()).getCurrentSpell(wand);
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int chargeup = spell.getChargeup();
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@@ -199,6 +200,8 @@ public class GuiSpellDisplay {
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if(!Wizardry.settings.showSpellHUD) return;
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if(!(wand.getItem() instanceof ISpellCastingItem)) throw new IllegalArgumentException("The given stack must contain an ISpellCastingItem!");
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boolean flipX = Wizardry.settings.spellHUDPosition.flipX;
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boolean flipY = Wizardry.settings.spellHUDPosition.flipY;
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@@ -245,19 +248,18 @@ public class GuiSpellDisplay {
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y = MathHelper.ceil(y/scale);
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}
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// TODO: Maybe convert this to use ISpellCastingItem
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Spell spell = WandHelper.getCurrentSpell(wand);
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int cooldown = WandHelper.getCurrentCooldown(wand);
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int maxCooldown = WandHelper.getCurrentMaxCooldown(wand);
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Spell spell = ((ISpellCastingItem)wand.getItem()).getCurrentSpell(wand);
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int cooldown = ((ISpellCastingItem)wand.getItem()).getCurrentCooldown(wand);
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int maxCooldown = ((ISpellCastingItem)wand.getItem()).getCurrentMaxCooldown(wand);
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if(textLayer){
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float animationProgress = Math.signum(switchTimer) * ((SPELL_SWITCH_TIME - Math.abs(switchTimer) +
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partialTicks) / SPELL_SWITCH_TIME);
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String prevSpellName = getFormattedSpellName(WandHelper.getPreviousSpell(wand), player, WandHelper.getPreviousCooldown(wand));
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String prevSpellName = getFormattedSpellName(((ISpellCastingItem)wand.getItem()).getPreviousSpell(wand), player, 0);
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String spellName = getFormattedSpellName(spell, player, cooldown);
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String nextSpellName = getFormattedSpellName(WandHelper.getNextSpell(wand), player, WandHelper.getNextCooldown(wand));
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String nextSpellName = getFormattedSpellName(((ISpellCastingItem)wand.getItem()).getNextSpell(wand), player, 0);
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skin.drawText(x, y, flipX, flipY, prevSpellName, spellName, nextSpellName, animationProgress);
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@@ -21,7 +21,7 @@ import javax.annotation.Nonnull;
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* This interface is used for the following:<br>
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* - General-purpose detection of continuous spell casting (see {@link EntityUtils#isCasting(EntityLivingBase, Spell)})<br>
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* - Display of the arcane workbench tooltip (in conjunction with {@link IManaStoringItem})<br>
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* - Spell HUD visibility<br>
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* - Supplying information to the spell HUD<br>
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* - Spell switching controls (they won't do anything unless the player is holding an {@code ISpellCastingItem})<br>
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* - Artefacts that trigger a player's wands/scrolls to cast spells
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* @author Electroblob
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@@ -40,6 +40,28 @@ public interface ISpellCastingItem {
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@Nonnull
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Spell getCurrentSpell(ItemStack stack);
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/**
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* Returns the spell equipped in the next slot on the given itemstack. The given itemstack will be of this item.
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* @param stack The itemstack to query.
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* @return The next spell, or {@link electroblob.wizardry.registry.Spells#none Spells.none} if no spell is equipped
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* in the next slot. Returns the current spell by default (useful for items with only one spell).
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*/
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@Nonnull
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default Spell getNextSpell(ItemStack stack){
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return getCurrentSpell(stack);
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}
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/**
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* Returns the spell equipped in the previous slot on the given itemstack. The given itemstack will be of this item.
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* @param stack The itemstack to query.
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* @return The previous spell, or {@link electroblob.wizardry.registry.Spells#none Spells.none} if no spell is
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* equipped in the previous slot. Returns the current spell by default (useful for items with only one spell).
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*/
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@Nonnull
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default Spell getPreviousSpell(ItemStack stack){
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return getCurrentSpell(stack);
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}
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/**
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* Returns all the spells currently bound to the given itemstack. The given itemstack will be of this item.
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* @param stack The itemstack to query.
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@@ -84,6 +106,24 @@ public interface ISpellCastingItem {
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*/
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boolean showSpellHUD(EntityPlayer player, ItemStack stack);
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/**
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* Returns the current cooldown to display on the spell HUD for the given itemstack.
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* @param stack The itemstack to query.
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* @return The current cooldown for the equipped spell.
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*/
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default int getCurrentCooldown(ItemStack stack){
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return 0;
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}
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/**
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* Returns the max cooldown of the current spell to display on the spell HUD for the given itemstack.
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* @param stack The itemstack to query.
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* @return The max cooldown for the equipped spell.
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*/
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default int getCurrentMaxCooldown(ItemStack stack){
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return 0;
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}
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/**
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* Returns whether this item's spells should be displayed in the arcane workbench tooltip. Only called client-side.
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* Ignore this method if this item is not an {@link IWorkbenchItem}.
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@@ -107,6 +107,16 @@ public class ItemWand extends Item implements IWorkbenchItem, ISpellCastingItem,
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return WandHelper.getCurrentSpell(stack);
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}
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@Override
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public Spell getNextSpell(ItemStack stack){
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return WandHelper.getNextSpell(stack);
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}
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@Override
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public Spell getPreviousSpell(ItemStack stack){
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return WandHelper.getPreviousSpell(stack);
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}
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@Override
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public Spell[] getSpells(ItemStack stack){
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return WandHelper.getSpells(stack);
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@@ -127,6 +137,16 @@ public class ItemWand extends Item implements IWorkbenchItem, ISpellCastingItem,
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return WandHelper.selectSpell(stack, index);
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}
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@Override
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public int getCurrentCooldown(ItemStack stack){
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return WandHelper.getCurrentCooldown(stack);
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}
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@Override
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public int getCurrentMaxCooldown(ItemStack stack){
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return WandHelper.getCurrentMaxCooldown(stack);
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}
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@Override
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public boolean showSpellHUD(EntityPlayer player, ItemStack stack){
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return true;
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