A bit of Ritual cleanup

Slowly getting rid of these BlockStack references. Slowly moving towards
a proper "API" in our internals.
This commit is contained in:
Nicholas Ignoffo 2018-03-04 09:17:23 -08:00
parent 986852e265
commit 3f5178dd6a
72 changed files with 450 additions and 594 deletions

View file

@ -3,9 +3,9 @@ package WayofTime.bloodmagic.util.handler.event;
import WayofTime.bloodmagic.BloodMagic;
import WayofTime.bloodmagic.ConfigHandler;
import WayofTime.bloodmagic.util.Constants;
import WayofTime.bloodmagic.core.registry.RitualRegistry;
import WayofTime.bloodmagic.ritual.data.Ritual;
import WayofTime.bloodmagic.ritual.data.RitualComponent;
import WayofTime.bloodmagic.ritual.RitualRegistry;
import WayofTime.bloodmagic.ritual.Ritual;
import WayofTime.bloodmagic.ritual.RitualComponent;
import WayofTime.bloodmagic.client.hud.HUDElement;
import WayofTime.bloodmagic.client.key.KeyBindings;
import WayofTime.bloodmagic.client.render.block.RenderFakeBlocks;
@ -18,6 +18,7 @@ import WayofTime.bloodmagic.tile.TileMasterRitualStone;
import WayofTime.bloodmagic.util.GhostItemHelper;
import WayofTime.bloodmagic.util.helper.TextHelper;
import com.google.common.base.Stopwatch;
import com.google.common.collect.Lists;
import com.google.common.collect.SetMultimap;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.EntityPlayerSP;
@ -269,7 +270,9 @@ public class ClientHandler {
double posY = player.lastTickPosY + (player.posY - player.lastTickPosY) * partialTicks;
double posZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * partialTicks;
for (RitualComponent ritualComponent : ritual.getComponents()) {
List<RitualComponent> components = Lists.newArrayList();
ritual.gatherComponents(components);
for (RitualComponent ritualComponent : components) {
vX = vec3.add(ritualComponent.getOffset(direction));
double minX = vX.getX() - posX;
double minY = vX.getY() - posY;
@ -346,7 +349,9 @@ public class ClientHandler {
double posY = player.lastTickPosY + (player.posY - player.lastTickPosY) * partialTicks;
double posZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * partialTicks;
for (RitualComponent ritualComponent : ritual.getComponents()) {
List<RitualComponent> components = Lists.newArrayList();
ritual.gatherComponents(components);
for (RitualComponent ritualComponent : components) {
vX = vec3.add(ritualComponent.getOffset(direction));
double minX = vX.getX() - posX;
double minY = vX.getY() - posY;