package electroblob.wizardry.entity.projectile; import java.lang.ref.WeakReference; import java.util.List; import java.util.UUID; import electroblob.wizardry.util.MagicDamage; import electroblob.wizardry.util.MagicDamage.DamageType; import electroblob.wizardry.util.WizardryUtilities; import io.netty.buffer.ByteBuf; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.IProjectile; import net.minecraft.entity.monster.EntityEnderman; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.player.EntityPlayerMP; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.network.play.server.SPacketChangeGameState; import net.minecraft.util.DamageSource; import net.minecraft.util.EnumParticleTypes; import net.minecraft.util.ResourceLocation; import net.minecraft.util.math.AxisAlignedBB; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.MathHelper; import net.minecraft.util.math.RayTraceResult; import net.minecraft.util.math.Vec3d; import net.minecraft.world.World; import net.minecraftforge.fml.common.registry.IEntityAdditionalSpawnData; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; /** * This class was copied from EntityArrow in the 1.7.10 update as part of the overhaul and major cleanup of the code for * the projectiles. It provides a unifying superclass for all directed projectiles (i.e. not spherical stuff like * snowballs), namely magic missile, ice shard, force arrow, lightning arrow and dart. All spherical projectiles should * extend {@link EntityMagicProjectile}. *

* This class handles saving of the damage multiplier and all shared logic. Methods are provided which are triggered at * useful points during the entity update cycle as well as a few getters for various properties. Override any of these * to change the behaviour (no need to call super for any of them). * * @since Wizardry 1.0 * @author Electroblob */ public abstract class EntityMagicArrow extends Entity implements IProjectile, IEntityAdditionalSpawnData { private int blockX = -1; private int blockY = -1; private int blockZ = -1; /** The block the arrow is stuck in */ private IBlockState stuckInBlock; /** The metadata of the block the arrow is stuck in */ private int inData; private boolean inGround; /** Seems to be some sort of timer for animating an arrow. */ public int arrowShake; /** The owner of this arrow. */ private WeakReference caster; /** * The UUID of the caster. Note that this is only for loading purposes; during normal updates the actual entity * instance is stored (so that getEntityByUUID is not called constantly), so this will not always be synced (this is * why it is private). */ private UUID casterUUID; int ticksInGround; int ticksInAir; /** The amount of knockback an arrow applies when it hits a mob. */ private int knockbackStrength; /** The damage multiplier for the projectile. */ public float damageMultiplier = 1.0f; /** Creates a new projectile in the given world. */ public EntityMagicArrow(World world){ super(world); this.setSize(0.5F, 0.5F); } // Initialiser methods /** Sets the shooter of the projectile to the given caster, positions the projctile at the given caster's eyes and * aims it in the direction they are looking with the given speed. */ public void aim(EntityLivingBase caster, float speed){ this.setCaster(caster); this.setLocationAndAngles(caster.posX, caster.posY + (double)caster.getEyeHeight(), caster.posZ, caster.rotationYaw, caster.rotationPitch); this.posX -= (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F); this.posY -= 0.10000000149011612D; this.posZ -= (double)(MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F); this.setPosition(this.posX, this.posY, this.posZ); // yOffset was set to 0 here, but that has been replaced by getYOffset(), which returns 0 in Entity anyway. this.motionX = (double)(-MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI)); this.motionY = (double)(-MathHelper.sin(this.rotationPitch / 180.0F * (float)Math.PI)); this.motionZ = (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI)); this.shoot(this.motionX, this.motionY, this.motionZ, speed * 1.5F, 1.0F); } /** Sets the shooter of the projectile to the given caster, positions the projctile at the given caster's eyes and * aims it at the given target with the given speed. The trajectory will be altered slightly by a random amount * determined by the aimingError parameter. For reference, skeletons set this to 10 on easy, 6 on normal and 2 on hard * difficulty. */ public void aim(EntityLivingBase caster, Entity target, float speed, float aimingError){ this.setCaster(caster); this.posY = caster.posY + (double)caster.getEyeHeight() - 0.1d; double dx = target.posX - caster.posX; double dy = this.doGravity() ? target.getEntityBoundingBox().minY + (double)(target.height / 3.0f) - this.posY : target.getEntityBoundingBox().minY + (double)(target.height / 2.0f) - this.posY; double dz = target.posZ - caster.posZ; double horizontalDistance = (double)MathHelper.sqrt(dx * dx + dz * dz); if(horizontalDistance >= 1.0E-7D){ float yaw = (float)(Math.atan2(dz, dx) * 180.0d / Math.PI) - 90.0f; float pitch = (float)(-(Math.atan2(dy, horizontalDistance) * 180.0d / Math.PI)); double dxNormalised = dx / horizontalDistance; double dzNormalised = dz / horizontalDistance; this.setLocationAndAngles(caster.posX + dxNormalised, this.posY, caster.posZ + dzNormalised, yaw, pitch); // yOffset was set to 0 here, but that has been replaced by getYOffset(), which returns 0 in Entity anyway. // Depends on the horizontal distance between the two entities and accounts for bullet drop, // but of course if gravity is ignored this should be 0 since there is no bullet drop. float bulletDropCompensation = this.doGravity() ? (float)horizontalDistance * 0.2f : 0; this.shoot(dx, dy + (double)bulletDropCompensation, dz, speed, aimingError); } } // Property getters (to be overridden by subclasses) /** Subclasses must override this to set their own base damage. */ public abstract double getDamage(); /** Override this to specify the damage type dealt. Defaults to {@link DamageType#MAGIC}. */ public DamageType getDamageType(){ return DamageType.MAGIC; } /** Override this to disable gravity. Returns true by default. */ public boolean doGravity(){ return true; } /** * Override this to disable deceleration (generally speaking, this isn't noticeable unless gravity is turned off). * Returns true by default. */ public boolean doDeceleration(){ return true; } /** * Override this to allow the projectile to pass through mobs intact (the onEntityHit method will still be called * and damage will still be applied). Returns false by default. */ public boolean doOverpenetration(){ return false; } // Setters and getters /** Sets the amount of knockback the projectile applies when it hits a mob. */ public void setKnockbackStrength(int knockback){ this.knockbackStrength = knockback; } /** * Returns the EntityLivingBase that created this construct, or null if it no longer exists. Cases where the entity * may no longer exist are: entity died or was deleted, mob despawned, player logged out, entity teleported to * another dimension, or this construct simply had no caster in the first place. */ public EntityLivingBase getCaster(){ return caster == null ? null : caster.get(); } public void setCaster(EntityLivingBase entity){ caster = new WeakReference(entity); } // Methods triggered during the update cycle /** Called each tick when the projectile is in a block. Defaults to setDead(), but can be overridden to change the * behaviour. */ protected void tickInGround(){ this.setDead(); } /** Called each tick when the projectile is in the air. Override to add particles and such like. */ protected void tickInAir(){} /** Called when the projectile hits an entity. Override to add potion effects and such like. */ protected void onEntityHit(EntityLivingBase entityHit){} /** Called when the projectile hits a block. Override to add sound effects and such like. */ protected void onBlockHit(){} @Override public void onUpdate(){ super.onUpdate(); if(this.getCaster() == null && this.casterUUID != null){ Entity entity = WizardryUtilities.getEntityByUUID(world, casterUUID); if(entity instanceof EntityLivingBase){ this.caster = new WeakReference((EntityLivingBase)entity); } } if(this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F){ float f = MathHelper.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ); this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f) * 180.0D / Math.PI); } BlockPos blockpos = new BlockPos(this.blockX, this.blockY, this.blockZ); IBlockState iblockstate = this.world.getBlockState(blockpos); if(iblockstate.getMaterial() != Material.AIR){ AxisAlignedBB axisalignedbb = iblockstate.getCollisionBoundingBox(this.world, blockpos); if(axisalignedbb != Block.NULL_AABB && axisalignedbb.offset(blockpos).contains(new Vec3d(this.posX, this.posY, this.posZ))){ this.inGround = true; } } if(this.arrowShake > 0){ --this.arrowShake; } // When the arrow is in the ground if(this.inGround){ ++this.ticksInGround; this.tickInGround(); } // When the arrow is in the air else{ this.tickInAir(); this.ticksInGround = 0; ++this.ticksInAir; // Does a ray trace to determine whether the projectile will hit a block in the next tick Vec3d vec3d1 = new Vec3d(this.posX, this.posY, this.posZ); Vec3d vec3d = new Vec3d(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ); RayTraceResult raytraceresult = this.world.rayTraceBlocks(vec3d1, vec3d, false, true, false); vec3d1 = new Vec3d(this.posX, this.posY, this.posZ); vec3d = new Vec3d(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ); if(raytraceresult != null){ vec3d = new Vec3d(raytraceresult.hitVec.x, raytraceresult.hitVec.y, raytraceresult.hitVec.z); } // Uses bounding boxes to determine whether the projectile will hit an entity in the next tick, and if so // overwrites the block hit with an entity Entity entity = null; List list = this.world.getEntitiesWithinAABBExcludingEntity(this, this.getEntityBoundingBox() .expand(this.motionX, this.motionY, this.motionZ).grow(1.0D, 1.0D, 1.0D)); double d0 = 0.0D; int i; float f1; for(i = 0; i < list.size(); ++i){ Entity entity1 = (Entity)list.get(i); if(entity1.canBeCollidedWith() && (entity1 != this.getCaster() || this.ticksInAir >= 5)){ f1 = 0.3F; AxisAlignedBB axisalignedbb1 = entity1.getEntityBoundingBox().grow((double)f1, (double)f1, (double)f1); RayTraceResult RayTraceResult1 = axisalignedbb1.calculateIntercept(vec3d1, vec3d); if(RayTraceResult1 != null){ double d1 = vec3d1.distanceTo(RayTraceResult1.hitVec); if(d1 < d0 || d0 == 0.0D){ entity = entity1; d0 = d1; } } } } if(entity != null){ raytraceresult = new RayTraceResult(entity); } // Players that are considered invulnerable to the caster allow the projectile to pass straight through // them. if(raytraceresult != null && raytraceresult.entityHit != null && raytraceresult.entityHit instanceof EntityPlayer){ EntityPlayer entityplayer = (EntityPlayer)raytraceresult.entityHit; if(entityplayer.capabilities.disableDamage || this.getCaster() instanceof EntityPlayer && !((EntityPlayer)this.getCaster()).canAttackPlayer(entityplayer)){ raytraceresult = null; } } // If the arrow hits something if(raytraceresult != null){ // If the arrow hits an entity if(raytraceresult.entityHit != null){ DamageSource damagesource = null; if(this.getCaster() == null){ damagesource = DamageSource.causeThrownDamage(this, this); }else{ damagesource = MagicDamage.causeIndirectMagicDamage(this, (EntityLivingBase)this.getCaster(), this.getDamageType()).setProjectile(); } if(raytraceresult.entityHit.attackEntityFrom(damagesource, (float)(this.getDamage() * this.damageMultiplier))){ if(raytraceresult.entityHit instanceof EntityLivingBase){ EntityLivingBase entityHit = (EntityLivingBase)raytraceresult.entityHit; this.onEntityHit(entityHit); if(this.knockbackStrength > 0){ float f4 = MathHelper.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ); if(f4 > 0.0F){ raytraceresult.entityHit.addVelocity( this.motionX * (double)this.knockbackStrength * 0.6000000238418579D / (double)f4, 0.1D, this.motionZ * (double)this.knockbackStrength * 0.6000000238418579D / (double)f4); } } // Thorns enchantment if(this.getCaster() != null && this.getCaster() instanceof EntityLivingBase){ EnchantmentHelper.applyThornEnchantments(entityHit, this.getCaster()); EnchantmentHelper.applyArthropodEnchantments((EntityLivingBase)this.getCaster(), entityHit); } if(this.getCaster() != null && raytraceresult.entityHit != this.getCaster() && raytraceresult.entityHit instanceof EntityPlayer && this.getCaster() instanceof EntityPlayerMP){ ((EntityPlayerMP)this.getCaster()).connection .sendPacket(new SPacketChangeGameState(6, 0.0F)); } } if(!(raytraceresult.entityHit instanceof EntityEnderman) && !this.doOverpenetration()){ this.setDead(); } }else{ if(!this.doOverpenetration()) this.setDead(); // Was the 'rebound' that happened when entities were immune to damage /* this.motionX *= -0.10000000149011612D; this.motionY *= -0.10000000149011612D; this.motionZ *= * -0.10000000149011612D; this.rotationYaw += 180.0F; this.prevRotationYaw += 180.0F; * this.ticksInAir = 0; */ } } // If the arrow hits a block else{ this.blockX = raytraceresult.getBlockPos().getX(); this.blockY = raytraceresult.getBlockPos().getY(); this.blockZ = raytraceresult.getBlockPos().getZ(); this.stuckInBlock = this.world.getBlockState(raytraceresult.getBlockPos()); this.motionX = (double)((float)(raytraceresult.hitVec.x - this.posX)); this.motionY = (double)((float)(raytraceresult.hitVec.y - this.posY)); this.motionZ = (double)((float)(raytraceresult.hitVec.z - this.posZ)); // f2 = MathHelper.sqrt(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * // this.motionZ); // this.posX -= this.motionX / (double)f2 * 0.05000000074505806D; // this.posY -= this.motionY / (double)f2 * 0.05000000074505806D; // this.posZ -= this.motionZ / (double)f2 * 0.05000000074505806D; // this.playSound("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F)); this.inGround = true; this.arrowShake = 7; this.onBlockHit(); if(this.stuckInBlock.getMaterial() != Material.AIR){ this.stuckInBlock.getBlock().onEntityCollidedWithBlock(this.world, raytraceresult.getBlockPos(), this.stuckInBlock, this); } } } this.posX += this.motionX; this.posY += this.motionY; this.posZ += this.motionZ; // f2 = MathHelper.sqrt(this.motionX * this.motionX + this.motionZ * this.motionZ); this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI); // for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f2) * 180.0D / Math.PI); // this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F) // { // ; // } while(this.rotationPitch - this.prevRotationPitch >= 180.0F){ this.prevRotationPitch += 360.0F; } while(this.rotationYaw - this.prevRotationYaw < -180.0F){ this.prevRotationYaw -= 360.0F; } while(this.rotationYaw - this.prevRotationYaw >= 180.0F){ this.prevRotationYaw += 360.0F; } this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F; this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F; float f3 = 0.99F; if(this.isInWater()){ for(int l = 0; l < 4; ++l){ float f4 = 0.25F; this.world.spawnParticle(EnumParticleTypes.WATER_BUBBLE, this.posX - this.motionX * (double)f4, this.posY - this.motionY * (double)f4, this.posZ - this.motionZ * (double)f4, this.motionX, this.motionY, this.motionZ); } f3 = 0.8F; } if(this.isWet()){ this.extinguish(); } if(this.doDeceleration()){ this.motionX *= (double)f3; this.motionY *= (double)f3; this.motionZ *= (double)f3; } if(this.doGravity()) this.motionY -= 0.05; this.setPosition(this.posX, this.posY, this.posZ); this.doBlockCollisions(); } } @Override public void shoot(double x, double y, double z, float speed, float randomness){ float f2 = MathHelper.sqrt(x * x + y * y + z * z); x /= (double)f2; y /= (double)f2; z /= (double)f2; x += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)randomness; y += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)randomness; z += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)randomness; x *= (double)speed; y *= (double)speed; z *= (double)speed; this.motionX = x; this.motionY = y; this.motionZ = z; float f3 = MathHelper.sqrt(x * x + z * z); this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(x, z) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(y, (double)f3) * 180.0D / Math.PI); this.ticksInGround = 0; } // There was an override for setPositionAndRotationDirect here, but it was exactly the same as the superclass // method (in Entity), so it was removed since it was redundant. /** Sets the velocity to the args. Args: x, y, z. THIS IS CLIENT SIDE ONLY! DO NOT USE IN COMMON OR SERVER CODE! */ @Override @SideOnly(Side.CLIENT) public void setVelocity(double p_70016_1_, double p_70016_3_, double p_70016_5_){ this.motionX = p_70016_1_; this.motionY = p_70016_3_; this.motionZ = p_70016_5_; if(this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F){ float f = MathHelper.sqrt(p_70016_1_ * p_70016_1_ + p_70016_5_ * p_70016_5_); this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(p_70016_1_, p_70016_5_) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(p_70016_3_, (double)f) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch; this.prevRotationYaw = this.rotationYaw; this.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch); this.ticksInGround = 0; } } // Data reading and writing @Override public void writeEntityToNBT(NBTTagCompound tag){ tag.setShort("xTile", (short)this.blockX); tag.setShort("yTile", (short)this.blockY); tag.setShort("zTile", (short)this.blockZ); tag.setShort("life", (short)this.ticksInGround); if(this.stuckInBlock != null){ ResourceLocation resourcelocation = (ResourceLocation)Block.REGISTRY .getNameForObject(this.stuckInBlock.getBlock()); tag.setString("inTile", resourcelocation == null ? "" : resourcelocation.toString()); } tag.setByte("inData", (byte)this.inData); tag.setByte("shake", (byte)this.arrowShake); tag.setByte("inGround", (byte)(this.inGround ? 1 : 0)); tag.setFloat("damageMultiplier", this.damageMultiplier); if(this.getCaster() != null){ tag.setUniqueId("casterUUID", this.getCaster().getUniqueID()); } } @Override public void readEntityFromNBT(NBTTagCompound tag){ this.blockX = tag.getShort("xTile"); this.blockY = tag.getShort("yTile"); this.blockZ = tag.getShort("zTile"); this.ticksInGround = tag.getShort("life"); // Commented out for now because there's some funny stuff going on with blockstates and metadata. // this.stuckInBlock = Block.getBlockById(tag.getByte("inTile") & 255); this.inData = tag.getByte("inData") & 255; this.arrowShake = tag.getByte("shake") & 255; this.inGround = tag.getByte("inGround") == 1; this.damageMultiplier = tag.getFloat("damageMultiplier"); casterUUID = tag.getUniqueId("casterUUID"); } @Override public void writeSpawnData(ByteBuf buffer){ if(this.getCaster() != null) buffer.writeInt(this.getCaster().getEntityId()); } @Override public void readSpawnData(ByteBuf buffer){ if(buffer.isReadable()) this.caster = new WeakReference( (EntityLivingBase)this.world.getEntityByID(buffer.readInt())); } // Miscellaneous overrides @Override protected boolean canTriggerWalking(){ return false; } @Override public boolean canBeAttackedWithItem(){ return false; } @SideOnly(Side.CLIENT) public float getShadowSize(){ return 0.0F; } @Override protected void entityInit(){} }