Split up and reorganise WizardryUtilities

This commit is contained in:
Electroblob77
2020-06-13 23:29:01 +01:00
parent 57e96458d5
commit 238b9d04bb
189 changed files with 1724 additions and 1731 deletions
@@ -2,8 +2,9 @@ package electroblob.wizardry.spell;
import electroblob.wizardry.entity.construct.EntityIceSpike;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.util.BlockUtils;
import electroblob.wizardry.util.GeometryUtils;
import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.BlockPos;
@@ -48,15 +49,15 @@ public class IceSpikes extends SpellConstructRanged<EntityIceSpike> {
// First, generate a random vector of length radius with a z component of zero
// Then rotate it so that what was south is now the side that was hit
Vec3d offset = Vec3d.fromPitchYaw(world.rand.nextFloat() * 180 - 90, world.rand.nextBoolean() ? 0 : 180)
.scale(radius).rotateYaw(side.getHorizontalAngle() * (float)Math.PI/180).rotatePitch(WizardryUtilities.getPitch(side) * (float)Math.PI/180);
.scale(radius).rotateYaw(side.getHorizontalAngle() * (float)Math.PI/180).rotatePitch(GeometryUtils.getPitch(side) * (float)Math.PI/180);
if(side.getAxis().isHorizontal()) offset = offset.rotateYaw((float)Math.PI/2);
Integer surface = WizardryUtilities.getNearestSurface(world, new BlockPos(origin.add(offset)), side,
(int)maxRadius, true, WizardryUtilities.SurfaceCriteria.basedOn(World::isBlockFullCube));
Integer surface = BlockUtils.getNearestSurface(world, new BlockPos(origin.add(offset)), side,
(int)maxRadius, true, BlockUtils.SurfaceCriteria.basedOn(World::isBlockFullCube));
if(surface != null){
Vec3d vec = WizardryUtilities.replaceComponent(origin.add(offset), side.getAxis(), surface)
Vec3d vec = GeometryUtils.replaceComponent(origin.add(offset), side.getAxis(), surface)
.subtract(new Vec3d(side.getDirectionVec()));
super.spawnConstruct(world, vec.x, vec.y, vec.z, side, caster, modifiers);
}