Files
Wizardry/src/main/java/electroblob/wizardry/entity/projectile/EntityMagicArrow.java
T
2018-06-24 16:08:28 +01:00

569 lines
22 KiB
Java

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 <b>directed</b> 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}.
* <p>
* 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<EntityLivingBase> 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<EntityLivingBase>(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>((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>(
(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(){}
}