484 lines
23 KiB
Java
484 lines
23 KiB
Java
package electroblob.wizardry.spell;
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import java.util.ArrayList;
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import java.util.HashSet;
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import java.util.List;
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import java.util.Set;
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import java.util.function.Predicate;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.constants.Element;
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import electroblob.wizardry.constants.SpellType;
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import electroblob.wizardry.constants.Tier;
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import electroblob.wizardry.entity.living.EntityWizard;
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import electroblob.wizardry.registry.Spells;
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import electroblob.wizardry.util.SpellModifiers;
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import net.minecraft.entity.EntityLiving;
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import net.minecraft.entity.EntityLivingBase;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.item.EnumAction;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.ResourceLocation;
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import net.minecraft.util.text.ITextComponent;
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import net.minecraft.util.text.TextComponentTranslation;
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import net.minecraft.world.World;
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import net.minecraftforge.event.RegistryEvent;
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import net.minecraftforge.fml.common.registry.IForgeRegistry;
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import net.minecraftforge.fml.common.registry.IForgeRegistryEntry;
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import net.minecraftforge.fml.relauncher.Side;
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import net.minecraftforge.fml.relauncher.SideOnly;
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/**
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* Generic spell class which is the superclass to all spells in wizardry. When extending this class, you must do the
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* following:
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* <p>
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* - Have a constructor which passes all necessary constants into the super constructor. I define the constants here so
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* that the constructor for an individual spell has no parameters, but you may prefer to pass in the parameters when the
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* spell is registered, so all the mana costs etc. are in one place like a sort of sandbox.
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* <p>
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* - Implement the {@link Spell#cast(World, EntityPlayer, EnumHand, int, SpellModifiers)} method, in which you should
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* execute the code that makes the spell work, and return true or false depending on whether the spell succeeded and
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* therefore whether mana should be used up.
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* <p>
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* - Register the spell using {@link RegistryEvent.Register}, with {@link Spell} as the type parameter. Each spell
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* should have a single instance, like blocks and items. <i>As of Wizardry 2.1, spells use the Forge registry system.
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* Related methods such as {@link Spell#id()} and {@link Spell#get(int)} have been re-routed to use this system, leaving
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* minimal external changes. Note also that the constructor automatically sets the registry name for you, though you may
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* change it afterwards if necessary.</i>
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* <p>
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* Also note that you can override some other methods from this class. For example, to add a specific kind of formatting
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* to a spell name or description, you can override {@link Spell#getDisplayName()},
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* {@link Spell#getDisplayNameWithFormatting()} or {@link Spell#getDescription()} and append the formatting code (though
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* you will have to call super() to get the name itself, since the unlocalised name is private). See
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* {@link SummonShadowWraith#getDescription()} for an example.
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* <hr>
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* This class is also home to some useful static methods for interacting with the spell registry:
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* <p>
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* {@link Spell#get(int)} gets a spell instance from its integer id, which corresponds to the metadata of its spell
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* book.<br>
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* {@link Spell#get(String)} gets a spell instance from its unlocalised name.<br>
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* {@link Spell#getSpells(Predicate)} returns a list of spell instances that match the given {@link Predicate}.<br>
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* {@link Spell#getTotalSpellCount()} returns the total number of registered spells.
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* <hr>
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* Spell implements the {@link Comparable} interface, and as such, any collection of spells can be sorted. Spells are
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* sorted by increasing tier (see {@link Tier}), from novice to master. Within each tier, spells are sorted by element,
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* the order of which is as defined in {@link Element} (i.e. magic, fire, ice, lightning, necromancy, earth, sorcery,
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* healing).
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* <hr>
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*
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* @since Wizardry 1.0
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* @see electroblob.wizardry.item.ItemSpellBook ItemSpellBook
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* @see electroblob.wizardry.item.ItemScroll ItemScroll
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* @see Spells
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*/
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public abstract class Spell extends IForgeRegistryEntry.Impl<Spell> implements Comparable<Spell> {
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/** Forge registry-based replacement for the internal spells list. */
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public static IForgeRegistry<Spell> registry;
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/** The tier this spell belongs to. */
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public final Tier tier;
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/** Mana cost of the spell. If it is a continuous spell the cost is per second. */
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public final int cost;
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/** The element this spell belongs to. */
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public final Element element;
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/** The unlocalised name of the spell. */
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private final String unlocalisedName;
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/** The type of spell this is classified as. */
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public final SpellType type;
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/** Cooldown for the spell in ticks */
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public final int cooldown;
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/** The action the player does when this spell is cast. */
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public final EnumAction action;
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/** Whether or not the spell is continuous (keeps going as long as the mouse button is held) */
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public final boolean isContinuous;
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/** ResourceLocation of the spell icon. */
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private final ResourceLocation icon;
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/** Mod ID of the mod that added this spell; defaults to {@link Wizardry#MODID} if not specified. */
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private final String modID;
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/**
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* False if the spell has been disabled in the config file, true otherwise. This is now encapsulated to stop it
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* being fiddled with.
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*/
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private boolean isEnabled = true;
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/**
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* This constructor should be called from any subclasses, either feeding in the constants directly or through their
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* own constructor from wherever the spell is registered. This is the constructor for wizardry's own spells; spells
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* added by other mods should use
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* {@link Spell#Spell(Tier, int, Element, String, SpellType, int, EnumAction, boolean, String)}.
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*
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* @param tier The tier this spell belongs to.
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* @param cost The amount of mana used to cast the spell. If this is a continuous spell, it represents mana cost per
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* second and should be a multiple of 5.
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* @param element The element this spell belongs to.
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* @param name The <i>registry name</i> of the spell. This will also be the name of the icon file. The spell's
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* unlocalised name will be a resource location with the format [modid]:[name].
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* @param cooldown The cooldown time for this spell in ticks.
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* @param action The vanilla usage action to be displayed when casting this spell.
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* @param isContinuous Whether this spell is continuous, meaning you cast it for a length of time by holding the
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* right mouse button.
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*/
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public Spell(Tier tier, int cost, Element element, String name, SpellType type, int cooldown, EnumAction action,
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boolean isContinuous){
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this(tier, cost, element, name, type, cooldown, action, isContinuous, Wizardry.MODID);
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}
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/**
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* This constructor should be called from any subclasses, either feeding in the constants directly or through their
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* own constructor from wherever the spell is registered.
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*
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* @param tier The tier this spell belongs to.
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* @param cost The amount of mana used to cast the spell. If this is a continuous spell, it represents mana cost per
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* second and should be a multiple of 5.
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* @param element The element this spell belongs to.
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* @param name The <i>registry name</i> of the spell, excluding the mod id. This will also be the name of the icon
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* file. The spell's unlocalised name will be a resource location with the format [modid]:[name].
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* @param cooldown The cooldown time for this spell in ticks.
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* @param action The vanilla usage action to be displayed when casting this spell (see {@link}EnumAction)
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* @param isContinuous Whether this spell is continuous, meaning you cast it for a length of time by holding the
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* right mouse button.
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* @param modID The mod id of the mod that added this spell. This allows wizardry to use the correct file path for
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* the spell icon, and also more generally to distinguish between original and addon spells.
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*/
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public Spell(Tier tier, int cost, Element element, String name, SpellType type, int cooldown, EnumAction action,
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boolean isContinuous, String modID){
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this.tier = tier;
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this.cost = cost;
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this.element = element;
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this.type = type;
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this.cooldown = cooldown;
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this.action = action;
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this.isContinuous = isContinuous;
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this.modID = modID;
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this.setRegistryName(modID, name);
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this.unlocalisedName = this.getRegistryName().toString();
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this.icon = new ResourceLocation(this.modID, "textures/spells/" + name + ".png");
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}
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/**
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* Casts the spell. Each subclass must override this method and within it execute the code to make the spell work.
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* Returns a boolean so that the main onItemRightClick or onUsingItemTick method can check if the spell was actually
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* cast or whether a spell specific condition caused it not to be (for example, heal won't work if the player is on
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* full health), preventing unfair drain of mana.
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* <p>
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* Each spell must return true when it works or the spell will not use up mana. Note that (!world.isRemote) does not
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* count as a condition; return true should be outside it - in other words, return a value on both the client and
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* the server.
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* <p>
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* It's worth noting that on the client side, this method only gets called if the server side cast() method
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* succeeded, so you can put any particle spawning code outside of any success conditions if there are discrepancies
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* between client and server.
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*
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* @param world A reference to the world object. Again this is for convenience, you can also use caster.world.
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* @param caster The EntityPlayer that cast the spell.
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* @param hand The hand that is holding the item used to cast the spell. If no item was used, this will be the main
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* hand.
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* @param ticksInUse The number of ticks the spell has already been cast for. For all non-continuous spells, this is
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* 0 and is not used. For continuous spells, it is passed in as the maximum use duration of the item minus
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* the count parameter in onUsingItemTick and therefore it increases by 1 each tick.
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* @param modifiers A {@link SpellModifiers} object containing the modifiers that have been applied to the spell.
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* See the javadoc for that class for more information. If no modifiers are required, pass in
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* {@code new SpellModifiers()}.
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* @return True if the spell succeeded and mana should be used up, false if not.
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*/
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public abstract boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse,
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SpellModifiers modifiers);
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/**
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* Casts the spell, but with an EntityLiving as the caster. Each subclass can optionally override this method and
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* within it execute the code to make the spell work. Returns a boolean to allow whatever calls this method to check
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* if the spell was actually cast or whether a spell specific condition caused it not to be (for example, heal won't
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* work if the caster is on full health).
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* <p>
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* This method is intended for use by NPCs (see {@link EntityWizard}) so that they can cast spells. Override it if
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* you want a spell to be cast by wizards. Note that you must also override {@link Spell#canBeCastByNPCs()} to
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* return true to allow wizards to select the spell. For some spells, this method may well be exactly the same as
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* the regular cast method; for others it won't be - for example, projectile-based spells are normally done using
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* the player's look vector, but NPCs need to use a target-based method instead.
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* <p>
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* Each spell must return true when it works. Note that (!world.isRemote) does not count as a condition; return true
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* should be outside it - in other words, return a value on both the client and the server.
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* <p>
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* It's worth noting that on the client side, this method only gets called if the server side cast() method
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* succeeded, so you can put any particle spawning code outside of any success conditions if there are discrepancies
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* between client and server.
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*
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* @param world A reference to the world object. This is for convenience, you can also use caster.world.
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* @param caster The EntityLiving that cast the spell.
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* @param hand The hand that is holding the item used to cast the spell. This will almost certainly be the main
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* hand.
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* @param ticksInUse The number of ticks the spell has already been cast for. For all non-continuous spells, this is
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* 0 and is not used.
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* @param target The EntityLivingBase that is targeted by the spell. May be null in some cases.
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* @param modifiers A {@link SpellModifiers} object containing the modifiers that have been applied to the spell.
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* See the javadoc for that class for more information. If no modifiers are required, pass in
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* {@code new SpellModifiers()}.
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* @return True if the spell succeeded, false if not. Returns false by default.
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*/
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public boolean cast(World world, EntityLiving caster, EnumHand hand, int ticksInUse, EntityLivingBase target,
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SpellModifiers modifiers){
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return false;
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}
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/**
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* Whether NPCs such as wizards can cast this spell. If you have overridden
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* {@link Spell#cast(World, EntityLiving, EnumHand, int, EntityLivingBase, SpellModifiers)}, you should override
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* this to return true.
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*/
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public boolean canBeCastByNPCs(){
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return false;
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}
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/**
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* Whether this spell requires a packet to be sent when it is cast. Returns true by default, but can be overridden
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* to return false <b>if</b> the spell's cast() method does not use any code that must be executed client-side (i.e.
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* particle spawning). Does nothing for continuous spells, because they never need to send packets.
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* <p>
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* <i>If in doubt, leave this method as is; it is purely an optimisation.</i>
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*
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* @return <b>false</b> if the spell code should only be run on the server and the client of the player casting
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* it<br>
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* <b>true</b> if the spell code should be run on the server and all clients in the dimension
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*/
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// Edit: Turns out that swingItem() actually sends packets to all nearby clients, but not the client doing the
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// swinging.
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// Also, now I think about it, this method isn't going to make the slightest bit of difference to the item usage
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// actions since setItemInUse() is called in ItemWand, not the spell class - so the only thing that matters here is
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// the particles.
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public boolean doesSpellRequirePacket(){
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return true;
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}
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/**
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* Returns this spell's id number, which now corresponds to its position in the spell registry. Returns -1 if the
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* spell has not been registered.
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*/
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// This is final so nothing can override it, because that would cause all kinds of problems!
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public final int id(){
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return registry.getValues().indexOf(this);
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}
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/**
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* Returns the mod ID for this spell, which should be the ID of the mod that added it. The mod ID is used to tell
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* wizardry which filepath to use for the spell's icon. As of Wizardry 1.2, the field itself is private, but this
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* getter is provided for external use (though it is never called in the main Wizardry mod).
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*/
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public final String getModID(){
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return modID;
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}
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/** Returns the ResourceLocation for this spell's icon. */
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public final ResourceLocation getIcon(){
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return icon;
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}
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/**
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* Returns the unlocalised name of the spell, without any prefixes or suffixes, e.g. "flame_ray". <b>This should
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* only be used for translation purposes.</b>
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*/
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public final String getUnlocalisedName(){
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return unlocalisedName;
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}
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/* The general idea with translation is to use net.minecraft.client.resources.I18n directly on the client side (and
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* just prepend formatting codes where necessary), and to use TextComponentTranslation on the server (setting the
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* style as necessary). TextComponentTranslation effectively stores what needs to be translated, without actually
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* translating it. If, for whatever reason, you need to supply an ITextComponent but don't want it translated
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* (perhaps a name?), you can use TextComponentString, which will simply keep the raw string it is given. */
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/**
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* Returns the translated display name of the spell, without formatting (i.e. not coloured). <b>Client-side
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* only!</b> On the server side, use {@link TextComponentTranslation} (see {@link Spell#getNameForTranslation()}).
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*/
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@SideOnly(Side.CLIENT)
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public String getDisplayName(){
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return net.minecraft.client.resources.I18n.format("spell." + unlocalisedName);
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}
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/**
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* Returns a {@code TextComponentTranslation} which will be translated to the display name of the spell, without
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* formatting (i.e. not coloured).
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*/
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public TextComponentTranslation getNameForTranslation(){
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return new TextComponentTranslation("spell." + unlocalisedName);
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}
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/**
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* Returns the translated display name of the spell, with formatting (i.e. coloured). <b>Client-side only!</b> On
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* the server side, use {@link TextComponentTranslation} (see {@link Spell#getNameForTranslationFormatted()}).
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*/
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@SideOnly(Side.CLIENT)
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public String getDisplayNameWithFormatting(){
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return this.element.getFormattingCode()
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+ net.minecraft.client.resources.I18n.format("spell." + unlocalisedName);
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}
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/**
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* Returns a {@code TextComponentTranslation} which will be translated to the display name of the spell, with
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* formatting (i.e. coloured).
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*/
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public ITextComponent getNameForTranslationFormatted(){
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return new TextComponentTranslation("spell." + unlocalisedName).setStyle(this.element.getColour());
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}
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/**
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* Returns the translated description of the spell, without formatting. <b>Client-side only!</b> You should not need
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* to use this on the server side.
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*/
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@SideOnly(Side.CLIENT)
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public String getDescription(){
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return net.minecraft.client.resources.I18n.format("spell." + unlocalisedName + ".desc");
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}
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/** Returns whether the spell is enabled in the config. */
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public final boolean isEnabled(){
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return isEnabled;
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}
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/** Sets whether the spell is enabled or not. */
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public final void setEnabled(boolean isEnabled){
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this.isEnabled = isEnabled;
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}
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// Spells are sorted according to tier and element. Where several spells have the same tier and element,
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// they will remain in the order they were registered.
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@Override
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public final int compareTo(Spell spell){
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if(this.tier.ordinal() > spell.tier.ordinal()){
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return 1;
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}else if(this.tier.ordinal() < spell.tier.ordinal()){
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return -1;
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}else{
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if(this.element.ordinal() > spell.element.ordinal()){
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return 1;
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}else if(this.element.ordinal() < spell.element.ordinal()){
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return -1;
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}else{
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return 0;
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}
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}
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}
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// ================================================ Static methods
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// ==================================================
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/**
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* Returns the total number of registered spells, excluding the 'None' spell. Returns the same number that would be
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* returned by Spell.getSpells(Spell.allSpells).size(), but this method is more efficient.
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*/
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public static int getTotalSpellCount(){
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return registry.getValues().size() - 1;
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}
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/**
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* Gets a spell instance from its integer id, which now corresponds to its id in the spell registry. If the given id
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* has no spell (i.e. is less than 0 or greater than the total number of spells - 1) then it will return the
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* {@link None} spell.
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* <p>
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* <i>If you are calling this from inside a loop in which you are iterating through the spells, there is probably a
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* better way; see </i>{@link Spell#getSpells(Predicate)}.
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*/
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public static Spell get(int id){
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if(id < 0 || id >= registry.getValues().size()){
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return Spells.none;
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}
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Spell spell = registry.getValues().get(id);
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return spell == null ? Spells.none : spell;
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}
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/**
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* Returns the spell with the given registry name, or null if no such spell exists.
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*
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* @param name The registry name of the spell, in the form [mod id]:[spell name]. If no mod id is specified, it
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* defaults to {@link Wizardry#MODID}.
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*/
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public static Spell get(String name){
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ResourceLocation key = new ResourceLocation(name);
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if(key.getResourceDomain().equals("minecraft")) key = new ResourceLocation(Wizardry.MODID, name);
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return registry.getValue(key);
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}
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/** Returns a list of all registered spells' registry names, excluding the 'none' spell. Used in commands. */
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public static String[] getSpellNames(){
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// Maybe it would be better to store all of this statically?
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Set<ResourceLocation> keys = new HashSet<ResourceLocation>(registry.getKeys());
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keys.remove(registry.getKey(Spells.none));
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// Streams!
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return keys.stream().map(ResourceLocation::toString).toArray(String[]::new);
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}
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/**
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* Returns a list containing all spells matching the given {@link Predicate}. The returned list is separate from the
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* internal spells list; any changes you make to the returned list will have no effect on wizardry since the
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* returned list is local to this method. Never includes the {@link None} spell. For convenience, there are some
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* predefined predicates in the Spell class (some of these really aren't shortcuts any more):
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* <p>
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* {@link Spell#allSpells} will allow all spells to be returned<br>
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* {@link Spell#enabledSpells} will filter out any spells that are disabled in the config<br>
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* {@link Spell#npcSpells} will only allow enabled spells that can be cast by NPCs (see
|
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* {@link Spell#canBeCastByNPCs()})<br>
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* {@link Spell#nonContinuousSpells} will filter out continuous spells but not disabled spells<br>
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* {@link Spell.TierElementFilter} will only allow enabled spells of the specified tier and element
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*
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* @param filter A <code>Predicate<Spell></code> that the returned spells must satisfy.
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*
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* @return A <b>local, modifiable</b> list of spells matching the given predicate. <i>Note that this list may be
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* empty.</i>
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*/
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public static List<Spell> getSpells(Predicate<Spell> filter){
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ArrayList<Spell> spells = new ArrayList<Spell>(1);
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for(Spell spell : registry.getValues()){
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if(filter.test(spell) && spell != Spells.none) spells.add(spell);
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}
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|
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return spells;
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}
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/** Predicate which allows all spells. */
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public static Predicate<Spell> allSpells = s -> true;
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|
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/** Predicate which allows all enabled spells. */
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public static Predicate<Spell> enabledSpells = Spell::isEnabled;
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|
|
|
/** Predicate which allows all non-continuous spells, even those that have been disabled. */
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public static Predicate<Spell> nonContinuousSpells = s -> !s.isContinuous;
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|
|
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/** Predicate which allows all enabled spells for which {@link Spell#canBeCastByNPCs()} returns true. */
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public static Predicate<Spell> npcSpells = s -> s.isEnabled() && s.canBeCastByNPCs();
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|
|
|
/**
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|
* Predicate which allows all enabled spells of the given tier and element (create an instance of this class each
|
|
* time you want to use it). This is somewhat useless now that Wizardry uses Java 8, but it is more readable than a
|
|
* lambda expression and you don't need to remember to check that the spell is enabled every time.
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|
*/
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|
public static class TierElementFilter implements Predicate<Spell> {
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|
|
|
private Tier tier;
|
|
private Element element;
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|
|
|
/**
|
|
* Creates a new TierElementFilter that checks for the given tier and element. Does not allow spells that have
|
|
* been disabled in the config.
|
|
*
|
|
* @param tier The EnumTier to check for. Pass in null to allow all tiers.
|
|
* @param element The EnumElement to check for. Pass in null to allow all elements.
|
|
*/
|
|
public TierElementFilter(Tier tier, Element element){
|
|
this.tier = tier;
|
|
this.element = element;
|
|
}
|
|
|
|
@Override
|
|
public boolean test(Spell spell){
|
|
return spell.isEnabled() && (this.tier == null || spell.tier == this.tier)
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|
&& (this.element == null || spell.element == this.element);
|
|
}
|
|
};
|
|
}
|