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
@@ -0,0 +1,353 @@
package electroblob.wizardry.util;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.data.WizardData;
import electroblob.wizardry.entity.living.ISpellCaster;
import electroblob.wizardry.item.ISpellCastingItem;
import electroblob.wizardry.spell.Spell;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.effect.EntityLightningBolt;
import net.minecraft.entity.item.EntityArmorStand;
import net.minecraft.entity.monster.EntityCreeper;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.projectile.EntityArrow;
import net.minecraft.entity.projectile.EntityThrowable;
import net.minecraft.item.ItemStack;
import net.minecraft.network.datasync.DataParameter;
import net.minecraft.server.MinecraftServer;
import net.minecraft.util.DamageSource;
import net.minecraft.util.SoundCategory;
import net.minecraft.util.SoundEvent;
import net.minecraft.util.math.AxisAlignedBB;
import net.minecraft.world.EnumDifficulty;
import net.minecraft.world.World;
import net.minecraftforge.event.ForgeEventFactory;
import net.minecraftforge.fml.common.ObfuscationReflectionHelper;
import javax.annotation.Nullable;
import java.util.List;
import java.util.UUID;
/**
* Contains useful static methods for retrieving and interacting with players, mobs and other entities. These methods
* used to be part of {@code WizardryUtilities}.
* @see BlockUtils
* @see MagicDamage
* @see AllyDesignationSystem
* @author Electroblob
* @since Wizardry 4.3
*/
public final class EntityUtils {
private EntityUtils(){} // No instances!
/** Changed to a constant in wizardry 2.1, since this is a lot more efficient. */
private static final DataParameter<Boolean> POWERED;
static {
// Null is passed in deliberately since POWERED is a static field.
POWERED = ObfuscationReflectionHelper.getPrivateValue(EntityCreeper.class, null, "field_184714_b");
}
/** Stores constant values for attribute modifier operations (and javadoc for what they actually do!) */
// I'm fed up with remembering these...
public static final class Operations {
private Operations(){} // No instances!
/** Adds the attribute modifier amount to the base value. */
public static final int ADD = 0;
/** Multiplies the base value by 1 plus the attribute modifier amount. Multiple modifiers are processed in
* parallel, i.e. the calculation is based on the base value and does not depend on previous modifiers. */
public static final int MULTIPLY_FLAT = 1;
/** Multiplies the base value by 1 plus the attribute modifier amount. Multiple modifiers are processed in
* series, i.e. the calculation is based on the value after previous modifiers are applied, in the order added. */
public static final int MULTIPLY_CUMULATIVE = 2;
}
// Entity retrieval
// ===============================================================================================================
/**
* Shorthand for {@link EntityUtils#getEntitiesWithinRadius(double, double, double, double, World, Class)}
* with EntityLivingBase as the entity type. This is by far the most common use for that method.
*
* @param radius The search radius
* @param x The x coordinate to search around
* @param y The y coordinate to search around
* @param z The z coordinate to search around
* @param world The world to search in
*/
public static List<EntityLivingBase> getEntitiesWithinRadius(double radius, double x, double y, double z, World world){
return getEntitiesWithinRadius(radius, x, y, z, world, EntityLivingBase.class);
}
/**
* Returns all entities of the specified type within the specified radius of the given coordinates. This is
* different to using a raw AABB because a raw AABB will search in a cube volume rather than a sphere. Note that
* this does not exclude any entities; if any specific entities are to be excluded this must be checked when
* iterating through the list.
*
* @see EntityUtils#getEntitiesWithinRadius(double, double, double, double, World)
* @param radius The search radius
* @param x The x coordinate to search around
* @param y The y coordinate to search around
* @param z The z coordinate to search around
* @param world The world to search in
* @param entityType The class of entity to search for; pass in Entity.class for all entities
*/
public static <T extends Entity> List<T> getEntitiesWithinRadius(double radius, double x, double y, double z, World world, Class<T> entityType){
AxisAlignedBB aabb = new AxisAlignedBB(x - radius, y - radius, z - radius, x + radius, y + radius, z + radius);
List<T> entityList = world.getEntitiesWithinAABB(entityType, aabb);
for(int i = 0; i < entityList.size(); i++){
if(entityList.get(i).getDistance(x, y, z) > radius){
entityList.remove(i);
break;
}
}
return entityList;
}
/**
* Gets an entity from its UUID. If the UUID is known to belong to an {@code EntityPlayer}, use the more efficient
* {@link World#getPlayerEntityByUUID(UUID)} instead.
*
* @param world The world the entity is in
* @param id The entity's UUID
* @return The Entity that has the given UUID, or null if no such entity exists in the specified world.
*/
@Nullable
public static Entity getEntityByUUID(World world, @Nullable UUID id){
if(id == null) return null; // It would return null eventually but there's no point even looking
for(Entity entity : world.loadedEntityList){
// This is a perfect example of where you need to use .equals() and not ==. For most applications,
// this was unnoticeable until world reload because the UUID instance or entity instance is stored.
// Fixed now though.
if(entity != null && entity.getUniqueID() != null && entity.getUniqueID().equals(id)){
return entity;
}
}
return null;
}
/**
* Returns the entity riding the given entity, or null if there is none. Allows for neater code now that entities
* have a list of passengers, because it is necessary to check that the list is not empty first.
*/
@Nullable
public static Entity getRider(Entity entity){
return !entity.getPassengers().isEmpty() ? entity.getPassengers().get(0) : null;
}
// Motion
// ===============================================================================================================
/**
* Undoes 1 tick's worth of velocity change due to gravity for the given entity. If the entity has no gravity,
* this method does nothing. This method is intended to be used in situations where entity gravity needs to be
* turned on and off and it is not practical to use {@link Entity#setNoGravity(boolean)}, usually if there is no
* easy way to get a reference to the entity to turn gravity back on.
*
* @param entity The entity to undo gravity for.
*/
public static void undoGravity(Entity entity){
if(!entity.hasNoGravity()){
double gravity = 0.04;
if(entity instanceof EntityThrowable) gravity = 0.03;
else if(entity instanceof EntityArrow) gravity = 0.05;
else if(entity instanceof EntityLivingBase) gravity = 0.08;
entity.motionY += gravity;
}
}
/**
* Applies the standard (non-enchanted) amount of knockback to the given target, using the same calculation as
* {@link EntityLivingBase#attackEntityFrom(DamageSource, float)}. Use in conjunction with
* {@link EntityUtils#attackEntityWithoutKnockback(Entity, DamageSource, float)} to change the source of
* knockback for an attack.
*
* @param attacker The entity that caused the knockback; the target will be pushed away from this entity.
* @param target The entity to be knocked back.
*/
public static void applyStandardKnockback(Entity attacker, EntityLivingBase target){
double dx = attacker.posX - target.posX;
double dz;
for(dz = attacker.posZ - target.posZ; dx * dx + dz * dz < 1.0E-4D; dz = (Math.random() - Math.random())
* 0.01D){
dx = (Math.random() - Math.random()) * 0.01D;
}
target.knockBack(attacker, 0.4f, dx, dz);
}
// Damage
// ===============================================================================================================
/**
* Attacks the given entity with the given damage source and amount, but preserving the entity's original velocity
* instead of applying knockback, as would happen with
* {@link EntityLivingBase#attackEntityFrom(DamageSource, float)} <i>(More accurately, calls that method as normal
* and then resets the entity's velocity to what it was before).</i> Handy for when you need to damage an entity
* repeatedly in a short space of time.
*
* @param entity The entity to attack
* @param source The source of the damage
* @param amount The amount of damage to apply
* @return True if the attack succeeded, false if not.
*/
public static boolean attackEntityWithoutKnockback(Entity entity, DamageSource source, float amount){
double vx = entity.motionX;
double vy = entity.motionY;
double vz = entity.motionZ;
boolean succeeded = entity.attackEntityFrom(source, amount);
entity.motionX = vx;
entity.motionY = vy;
entity.motionZ = vz;
return succeeded;
}
/**
* Returns whether the given {@link DamageSource} is melee damage. This method makes a best guess as to whether
* the damage was from a melee attack; there is no way of testing this properly.
* @param source The damage source to be tested.
* @return True if the given damage source is melee damage, false otherwise.
*/
public static boolean isMeleeDamage(DamageSource source){
// With the exception of minions, melee damage always has the same entity for immediate/true source
if(!(source instanceof MinionDamage) && source.getImmediateSource() != source.getTrueSource()) return false;
if(source.isProjectile()) return false; // Projectile damage obviously isn't melee damage
if(source.isUnblockable()) return false; // Melee damage should always be blockable
if(!(source instanceof MinionDamage) && source instanceof IElementalDamage) return false;
if(!(source.getTrueSource() instanceof EntityLivingBase)) return false; // Only living things can melee!
if(source.getTrueSource() instanceof EntityPlayer && source.getDamageLocation() != null
&& source.getDamageLocation().distanceTo(source.getTrueSource().getPositionVector()) > ((EntityLivingBase)source
.getTrueSource()).getEntityAttribute(EntityPlayer.REACH_DISTANCE).getAttributeValue()){
return false; // Out of melee reach for players
}
// If it got through all that, chances are it's melee damage
return true;
}
// Boolean checks
// ===============================================================================================================
/**
* Returns true if the given entity is an EntityLivingBase and not an armour stand; makes the code a bit neater.
* This was added because armour stands are a subclass of EntityLivingBase, but shouldn't necessarily be treated
* as living entities - this depends on the situation. <i>The given entity can safely be cast to EntityLivingBase
* if this method returns true.</i>
*/
// In my opinion, it's a bad design choice to have armour stands extend EntityLivingBase directly - it would be
// better to make a parent class which is extended by both armour stands and EntityLivingBase and contains only
// the code required by both.
public static boolean isLiving(Entity entity){
return entity instanceof EntityLivingBase && !(entity instanceof EntityArmorStand);
}
/**
* Checks if the given player is opped on the given server. If the server is a singleplayer or LAN server, this
* means they have cheats enabled.
*/
public static boolean isPlayerOp(EntityPlayer player, MinecraftServer server){
return server.getPlayerList().getOppedPlayers().getEntry(player.getGameProfile()) != null;
}
/** Checks that the given entity is allowed to damage blocks in the given world. If the entity is a player, this
* checks the player block damage config setting, otherwise it posts a mob griefing event and returns the result. */
public static boolean canDamageBlocks(EntityLivingBase entity, World world){
if(entity instanceof EntityPlayer) return Wizardry.settings.playerBlockDamage;
return ForgeEventFactory.getMobGriefingEvent(world, entity);
}
/**
* Returns true if the given caster is currently casting the given spell by any means. This method is intended to
* eliminate the long and cumbersome wand use checking in event handlers, which often missed out spells cast by
* means other than wands.
* @param caster The potential spell caster, which may be a player or an {@link ISpellCaster}. Any other entity will
* cause this method to always return false.
* @param spell The spell to check for. The spell must be continuous or this method will always return false.
* @return True if the caster is currently casting the given spell through any means, false otherwise.
*/
// The reason this is a boolean check is that actually returning a spell presents a problem: players can cast two
// continuous spells at once, one via commands and one via an item, so which do you choose? Since the main point was
// to check for specific spells, it seems more useful to do it this way.
public static boolean isCasting(EntityLivingBase caster, Spell spell){
if(!spell.isContinuous) return false;
if(caster instanceof EntityPlayer){
WizardData data = WizardData.get((EntityPlayer)caster);
if(data != null && data.currentlyCasting() == spell) return true;
if(caster.isHandActive() && caster.getItemInUseMaxCount() >= spell.getChargeup()){
ItemStack stack = caster.getHeldItem(caster.getActiveHand());
if(stack.getItem() instanceof ISpellCastingItem && ((ISpellCastingItem)stack.getItem()).getCurrentSpell(stack) == spell){
// Don't do this, it interferes with stuff! We effectively already tested this with caster.isHandActive() anyway
// && ((ISpellCastingItem)stack.getItem()).canCast(stack, spell, (EntityPlayer)caster,
// EnumHand.MAIN_HAND, 0, new SpellModifiers())){
return true;
}
}
}else if(caster instanceof ISpellCaster){
if(((ISpellCaster)caster).getContinuousSpell() == spell) return true;
}
return false;
}
// Misc
// ===============================================================================================================
/** Returns the default aiming arror used by skeletons for the given difficulty. For reference, these are: Easy - 10,
* Normal - 6, Hard - 2, Peaceful - 10 (rarely used). */
public static int getDefaultAimingError(EnumDifficulty difficulty){
switch(difficulty){
case EASY: return 10;
case NORMAL: return 6;
case HARD: return 2;
default: return 10; // Peaceful counts as easy; the only time this is used is when a player attacks a (good) wizard.
}
}
/**
* Turns the given creeper into a charged creeper. In 1.10, this requires reflection since the DataManager keys are
* private. (You <i>could</i> call {@link EntityCreeper#onStruckByLightning(EntityLightningBolt)} and then heal it
* and extinguish it, but that's a bit awkward, and it'll trigger events and stuff...)
*/
// The reflection here only gets done once to initialise the POWERED field, so it's not a performance issue at all.
public static void chargeCreeper(EntityCreeper creeper){
creeper.getDataManager().set(POWERED, true);
}
// No point allowing anything other than players for these methods since other entities can use Entity#playSound.
/**
* Shortcut for
* {@link World#playSound(EntityPlayer, double, double, double, SoundEvent, SoundCategory, float, float)} where the
* player is null but the x, y and z coordinates are those of the passed in player. Use in preference to
* {@link EntityPlayer#playSound(SoundEvent, float, float)} if there are client-server discrepancies.
*/
public static void playSoundAtPlayer(EntityPlayer player, SoundEvent sound, SoundCategory category, float volume,
float pitch){
player.world.playSound(null, player.posX, player.posY, player.posZ, sound, category, volume, pitch);
}
/**
* See {@link EntityUtils#playSoundAtPlayer(EntityPlayer, SoundEvent, SoundCategory, float, float)}. Category
* defaults to {@link SoundCategory#PLAYERS}.
*/
public static void playSoundAtPlayer(EntityPlayer player, SoundEvent sound, float volume, float pitch){
player.world.playSound(null, player.posX, player.posY, player.posZ, sound, SoundCategory.PLAYERS, volume, pitch);
}
}