398 lines
21 KiB
Java
398 lines
21 KiB
Java
package electroblob.wizardry.spell;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.registry.WizardryItems;
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import electroblob.wizardry.util.EntityUtils;
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import electroblob.wizardry.util.RayTracer;
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import electroblob.wizardry.util.SpellModifiers;
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import net.minecraft.entity.Entity;
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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.tileentity.TileEntityDispenser;
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import net.minecraft.util.EnumFacing;
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import net.minecraft.util.EnumHand;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.MathHelper;
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import net.minecraft.util.math.RayTraceResult;
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import net.minecraft.util.math.Vec3d;
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import net.minecraft.world.World;
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import javax.annotation.Nullable;
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/**
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* Generic superclass for all spells which use a raytrace to do something and (optionally) spawn particles along that
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* trajectory. This is for both continuous ('stream') spells and non-continuous ('bolt') spells. This allows all the
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* relevant code to be centralised. This class differs from most other spell superclasses in that it is abstract and as
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* such must be subclassed to define what the spell actually does. This is because ray-like spells do a wider variety of
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* different things, so it does not make sense to define more specific functions in this class since they would be
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* redundant in the majority of cases.
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* <p></p>
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* <i>N.B. The three abstract methods in this class have a {@link Nullable} caster parameter (the caster is null when
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* the spell is cast by a dispenser). When implementing these methods, be sure to check whether the caster is
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* {@code null} and deal with it appropriately.</i>
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* <p></p>
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* Properties added by this type of spell: {@link Spell#RANGE}
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* <p></p>
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* By default, this type of spell can be cast by NPCs. {@link Spell#canBeCastBy(EntityLiving, boolean)}
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* <p></p>
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* By default, this type of spell can be cast by dispensers. {@link Spell#canBeCastBy(TileEntityDispenser)}
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* <p></p>
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* By default, this type of spell requires a packet to be sent. {@link Spell#requiresPacket()}
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*
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* @author Electroblob
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* @since Wizardry 4.2
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*/
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public abstract class SpellRay extends Spell {
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/** The distance below the caster's eyes that the bolt particles start from. */
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public static final double Y_OFFSET = 0.25;
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/** The distance between spawned particles. Defaults to 0.85. */
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// 0.85 was chosen to keep it similar to the most common method used previously, which gave an effective spacing of
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// 10/12 = 0.8333 when the spell did not hit anything.
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protected double particleSpacing = 0.85;
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/** The maximum jitter (random position offset) for spawned particles. Defaults to 0.1. */
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protected double particleJitter = 0.1;
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/** The velocity of spawned particles in the direction the caster is aiming, can be negative. Defaults to 0. */
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protected double particleVelocity = 0;
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/** Whether living entities are ignored when raytracing. Defaults to false. */
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protected boolean ignoreLivingEntities = false;
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/** Whether liquids count as blocks when raytracing. Defaults to false. */
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protected boolean hitLiquids = false;
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/** Whether to ignore uncollidable blocks when raytracing. Defaults to true. */
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protected boolean ignoreUncollidables = true;
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/** The aim assist to use when raytracing. Defaults to 0. */
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protected float aimAssist = 0;
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public SpellRay(String name, EnumAction action, boolean isContinuous){
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this(Wizardry.MODID, name, action, isContinuous);
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}
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public SpellRay(String modID, String name, EnumAction action, boolean isContinuous){
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super(modID, name, action, isContinuous);
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this.addProperties(RANGE);
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this.npcSelector((e, o) -> true);
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}
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// Although this class is abstract, someone might instantiate one of its subclasses more than once to make two
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// different spells, which may require different parameters. These methods allow such instances to neatly set any
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// relevant parameters by chaining them onto the constructor.
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/**
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* Sets the distance between spawned particles.
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* @param particleSpacing The distance between particles in the ray effect.
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* @return The spell instance, allowing this method to be chained onto the constructor.
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*/
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public Spell particleSpacing(double particleSpacing){
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this.particleSpacing = particleSpacing;
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return this;
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}
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/**
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* Sets the maximum jitter (random position offset) for spawned particles.
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* @param particleJitter The maximum jitter for particles in the ray effect.
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* @return The spell instance, allowing this method to be chained onto the constructor.
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*/
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public Spell particleJitter(double particleJitter){
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this.particleJitter = particleJitter;
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return this;
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}
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/**
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* Sets the velocity of spawned particles; usually used for continuous spells.
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* @param particleVelocity The velocity of spawned particles in the direction the caster is aiming, can be negative.
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* @return The spell instance, allowing this method to be chained onto the constructor.
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*/
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public Spell particleVelocity(double particleVelocity){
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this.particleVelocity = particleVelocity;
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return this;
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}
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/**
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* Sets whether entities are ignored when raytracing.
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* @param ignoreLivingEntities Whether to ignore living entities when raytracing. If this is true, the spell
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* will pass through living entities as if they weren't there.
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* @return The spell instance, allowing this method to be chained onto the constructor.
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*/
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public Spell ignoreLivingEntities(boolean ignoreLivingEntities){
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this.ignoreLivingEntities = ignoreLivingEntities;
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return this;
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}
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/**
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* Sets whether liquids count as blocks when raytracing.
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* @param hitLiquids Whether to hit liquids when raytracing. If this is false, the spell will pass through
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* liquids as if they weren't there.
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* @return The spell instance, allowing this method to be chained onto the constructor.
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*/
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public Spell hitLiquids(boolean hitLiquids){
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this.hitLiquids = hitLiquids;
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return this;
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}
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/**
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* Sets whether uncollidable blocks are ignored when raytracing.
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* @param ignoreUncollidables Whether to hit uncollidable blocks when raytracing. If this is true, the spell will
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* pass through uncollidable blocks as if they weren't there.
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* @return The spell instance, allowing this method to be chained onto the constructor.
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*/
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public Spell ignoreUncollidables(boolean ignoreUncollidables){
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this.ignoreUncollidables = ignoreUncollidables;
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return this;
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}
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/**
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* Sets the aim assist to use when raytracing.
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* @param aimAssist The aim assist to use when raytracing. See {@link RayTracer#rayTrace(World, Vec3d, Vec3d, float, boolean, boolean, boolean, Class, java.util.function.Predicate)} for more details.
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* @return The spell instance, allowing this method to be chained onto the constructor.
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*/
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public Spell aimAssist(float aimAssist){
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this.aimAssist = aimAssist;
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return this;
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}
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@Override public boolean canBeCastBy(TileEntityDispenser dispenser) { return true; }
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// Finally everything in here is standardised and written in a form that's actually readable - it was long overdue!
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@Override
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public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
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Vec3d look = caster.getLookVec();
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Vec3d origin = new Vec3d(caster.posX, caster.posY + caster.getEyeHeight() - Y_OFFSET, caster.posZ);
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if(!this.isContinuous && world.isRemote && !Wizardry.proxy.isFirstPerson(caster)){
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origin = origin.add(look.scale(1.2));
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}
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if(!shootSpell(world, origin, look, caster, ticksInUse, modifiers)) return false;
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if(casterSwingsArm(world, caster, hand, ticksInUse, modifiers)) caster.swingArm(hand);
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this.playSound(world, caster, ticksInUse, -1, modifiers);
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return true;
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}
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@Override
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public boolean cast(World world, EntityLiving caster, EnumHand hand, int ticksInUse, EntityLivingBase target, SpellModifiers modifiers){
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// IDEA: Add in an aiming error and trigger onMiss accordingly
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Vec3d origin = new Vec3d(caster.posX, caster.posY + caster.getEyeHeight() - Y_OFFSET, caster.posZ);
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Vec3d targetPos = null;
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if(target != null){
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if(!ignoreLivingEntities || !EntityUtils.isLiving(target)){
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targetPos = new Vec3d(target.posX, target.posY + target.height / 2, target.posZ);
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}else{
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int x = MathHelper.floor(target.posX);
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int y = (int)target.posY - 1; // -1 because we need the block under the target
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int z = MathHelper.floor(target.posZ);
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BlockPos pos = new BlockPos(x, y, z);
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// This works as if the NPC had actually aimed at the floor beneath the target, so it needs to check that
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// the block is not air and (optionally) not a liquid.
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if(!world.isAirBlock(pos) && (!world.getBlockState(pos).getMaterial().isLiquid() || hitLiquids)){
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targetPos = new Vec3d(x + 0.5, y + 1, z + 0.5);
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}
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}
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}
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if(targetPos == null) return false; // If there was nothing to aim at (e.g. snare when the target is in the air)
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if(!shootSpell(world, origin, targetPos.subtract(origin).normalize(), caster, ticksInUse, modifiers)) return false;
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if(casterSwingsArm(world, caster, hand, ticksInUse, modifiers)) caster.swingArm(hand);
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this.playSound(world, caster, ticksInUse, -1, modifiers);
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return true;
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}
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@Override
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public boolean cast(World world, double x, double y, double z, EnumFacing direction, int ticksInUse, int duration, SpellModifiers modifiers){
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Vec3d vec = new Vec3d(direction.getDirectionVec());
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Vec3d origin = new Vec3d(x, y, z);
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if(!shootSpell(world, origin, vec, null, ticksInUse, modifiers)) return false;
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// This MUST be the coordinates of the actual dispenser, so we need to offset it
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this.playSound(world, x - direction.getXOffset(), y - direction.getYOffset(), z - direction.getZOffset(), ticksInUse, duration, modifiers);
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return true;
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}
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/**
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* Hook allowing subclasses to override the default range calculation on a per-cast basis. For example, grapple
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* overrides this to change the range based on casting time so that its vine attaches to entities/blocks at the
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* correct point and moves them accordingly.
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*
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* @param world The world in which the spell is being cast.
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* @param origin A vector representing the coordinates of the origin point of the spell.
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* @param direction A normalised vector representing the direction in which the spell is being cast.
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* @param caster The entity casting the spell, or null if the spell is being cast from a dispenser.
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* @param ticksInUse The number of ticks the spell has already been cast for. For all non-continuous spells,
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* this is 0 and is not used.
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* @param modifiers The SpellModifiers object with which this spell is being cast.
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* @return The range to be used for this particular casting of the spell.
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*/
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// Technically you could alter the range in the SpellModifiers object by overriding the cast method but that
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// would be a bit of a hack since it's not really what spell modifiers are for.
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protected double getRange(World world, Vec3d origin, Vec3d direction, @Nullable EntityLivingBase caster, int ticksInUse, SpellModifiers modifiers){
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return getProperty(RANGE).doubleValue() * modifiers.get(WizardryItems.range_upgrade);
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}
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/**
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* Hook allowing subclasses to determine whether the caster swings their arm when casting the spell. By default,
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* returns true for non-continuous spells without an action.
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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 EntityLivingBase 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
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* main 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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* @return True if the caster should swing their arm when casting this spell, false if not.
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*/
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protected boolean casterSwingsArm(World world, EntityLivingBase caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
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return !this.isContinuous && this.action == EnumAction.NONE;
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}
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/** Takes care of the shared stuff for the three casting methods. This is mainly for internal use. */
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protected boolean shootSpell(World world, Vec3d origin, Vec3d direction, @Nullable EntityLivingBase caster, int ticksInUse, SpellModifiers modifiers){
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double range = getRange(world, origin, direction, caster, ticksInUse, modifiers);
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Vec3d endpoint = origin.add(direction.scale(range));
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// Change the filter depending on whether living entities are ignored or not
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RayTraceResult rayTrace = RayTracer.rayTrace(world, origin, endpoint, aimAssist, hitLiquids,
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ignoreUncollidables, false, Entity.class, ignoreLivingEntities ? EntityUtils::isLiving
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: RayTracer.ignoreEntityFilter(caster));
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boolean flag = false;
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if(rayTrace != null){
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// Doesn't matter which way round these are, they're mutually exclusive
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if(rayTrace.typeOfHit == RayTraceResult.Type.ENTITY){
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// Do whatever the spell does when it hits an entity
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// FIXME: Some spells (e.g. lightning web) seem to not render when aimed at item frames
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flag = onEntityHit(world, rayTrace.entityHit, rayTrace.hitVec, caster, origin, ticksInUse, modifiers);
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// If the spell succeeded, clip the particles to the correct distance so they don't go through the entity
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if(flag) range = origin.distanceTo(rayTrace.hitVec);
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}else if(rayTrace.typeOfHit == RayTraceResult.Type.BLOCK){
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// Do whatever the spell does when it hits an block
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flag = onBlockHit(world, rayTrace.getBlockPos(), rayTrace.sideHit, rayTrace.hitVec, caster, origin, ticksInUse, modifiers);
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// Clip the particles to the correct distance so they don't go through the block
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// Unlike with entities, this is done regardless of whether the spell succeeded, since no spells go
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// through blocks (and in fact, even the ray tracer itself doesn't do that)
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range = origin.distanceTo(rayTrace.hitVec);
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}
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}
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// If flag is false, either the spell missed or the relevant entity/block hit method returned false
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if(!flag && !onMiss(world, caster, origin, direction, ticksInUse, modifiers)) return false;
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// Particle spawning
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if(world.isRemote){
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spawnParticleRay(world, origin, direction, caster, range);
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}
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return true;
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}
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// The exact behaviour of the returned values of the following three methods can be a little confusing. Normally,
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// either onEntityHit or onBlockHit (or both) will return true when the spell succeeded in hitting the block or
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// entity, and false if not (note that those two methods are mutually exclusive). If false is returned, onMiss will
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// be called - if either of the other methods returns true, onMiss will only be called for a complete miss.
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/**
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* Called when the spell hits an entity. Will never be called if ignoreLivingEntities is true.
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* @param world The world the entity is in.
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* @param target The entity that was hit.
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* @param hit A vector representing the exact position at which the spell first hit the entity. Usually used for
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* particle spawning.
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* @param caster The caster of this spell, or null if this spell was cast from a dispenser. <i> N.B. It is strongly
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* recommended that the origin parameter is used instead of taking the caster's position directly.</i>
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* @param origin The position at which this spell originated. If the caster is not null, this will be at the caster's
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* eyes.
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* @param ticksInUse The number of ticks the spell has already been cast for (used only for continuous spells).
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* @param modifiers The modifiers this spell was cast with.
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* @return True to continue with spell casting and spawn particles, false to trigger a miss (N.B. you will need to
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* return false from {@link SpellRay#onMiss(World, EntityLivingBase, Vec3d, Vec3d, int, SpellModifiers)} if a miss
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* should not consume mana). Returning false from this method will make it look as if the spell passed right
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* through it, so if a spell spawns particles when it misses this method should return true even for non-living
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* entities.
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*/
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protected abstract boolean onEntityHit(World world, Entity target, Vec3d hit, @Nullable EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers);
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/**
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* Called when the spell hits a block.
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* @param world The world the block is in.
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* @param pos The BlockPos of the block that was hit.
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* @param side The side of the block that was hit.
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* @param hit A vector representing the exact position at which the spell first hit the block. Usually used for
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* particle spawning.
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* @param caster The caster of this spell, or null if this spell was cast from a dispenser.
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* @param origin The position at which this spell originated. If the caster is not null, this will be at the caster's
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* eyes.
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* @param ticksInUse The number of ticks the spell has already been cast for (used only for continuous spells).
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* @param modifiers The modifiers this spell was cast with.
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* @return True to continue with spell casting and spawn particles, false to trigger a miss (N.B. you will need to
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* return false from {@link SpellRay#onMiss(World, EntityLivingBase, Vec3d, Vec3d, int, SpellModifiers)} if a miss should not consume
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* mana).
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*/
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protected abstract boolean onBlockHit(World world, BlockPos pos, EnumFacing side, Vec3d hit, @Nullable EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers);
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/**
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* Called when the spell does not hit anything or when the spell hits something it has no effect on. Most of the time
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* this will just return true or false, but some spells may, for example, display a chat readout or spawn custom
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* particles. It is worth noting that this can affect how easy the spell is to identify.
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* @param world The world the spell is in.
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* @param caster The caster of this spell, or null if this spell was cast from a dispenser.
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* @param origin The position at which this spell originated. If the caster is not null, this will be at the caster's
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* eyes.
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* @param direction A normalised vector in the direction this spell was cast (useful for custom particle effects).
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* @param ticksInUse The number of ticks the spell has already been cast for (used only for continuous spells).
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* @param modifiers The modifiers this spell was cast with.
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* @return True to continue with spell casting and spawn particles, false to cause the spell to fail.
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*/
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protected abstract boolean onMiss(World world, @Nullable EntityLivingBase caster, Vec3d origin, Vec3d direction, int ticksInUse, SpellModifiers modifiers);
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/**
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* Highest-level particle spawning method, only called client-side. 'Normal' subclasses should not need to override
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* this method; by default it spawns a line of particles, applying jitter and then calling
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* {@link SpellRay#spawnParticle(World, double, double, double, double, double, double)} at each point. Override to replace this with
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* an entirely custom particle effect - this is done by a few spells in the main mod to spawn beam-type particles.
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* @param world The world in which to spawn the particles.
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* @param origin A vector representing the start point of the line of particles.
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* @param direction A normalised vector representing the direction of the line of particles.
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* @param caster The entity that cast this spell, or null if it was cast by a dispenser.
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* @param distance The length of the line of particles, already set to the appropriate distance based on the spell's
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*/
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// The caster argument is only really useful for spawning targeted particles continuously
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protected void spawnParticleRay(World world, Vec3d origin, Vec3d direction, @Nullable EntityLivingBase caster, double distance){
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Vec3d velocity = direction.scale(particleVelocity);
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for(double d = particleSpacing; d <= distance; d += particleSpacing){
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double x = origin.x + d*direction.x + particleJitter * (world.rand.nextDouble()*2 - 1);
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double y = origin.y + d*direction.y + particleJitter * (world.rand.nextDouble()*2 - 1);
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double z = origin.z + d*direction.z + particleJitter * (world.rand.nextDouble()*2 - 1);
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spawnParticle(world, x, y, z, velocity.x, velocity.y, velocity.z);
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}
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}
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/**
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* Called at each point along the spell trajectory to spawn one or more particles at that point. Only called
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* client-side. Does nothing by default.
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* @param world The world in which to spawn the particle.
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* @param x The x-coordinate to spawn the particle at, with jitter already applied.
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* @param y The y-coordinate to spawn the particle at, with jitter already applied.
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* @param z The z-coordinate to spawn the particle at, with jitter already applied.
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* @param vx The x velocity to spawn the particle with. Usually this is only non-zero for continuous spells.
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* @param vy The y velocity to spawn the particle with. Usually this is only non-zero for continuous spells.
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* @param vz The z velocity to spawn the particle with. Usually this is only non-zero for continuous spells.
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*/
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protected void spawnParticle(World world, double x, double y, double z, double vx, double vy, double vz){}
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}
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