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Wizardry/src/main/java/electroblob/wizardry/spell/SpellRay.java
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Java

package electroblob.wizardry.spell;
import electroblob.wizardry.Wizardry;
import electroblob.wizardry.registry.WizardryItems;
import electroblob.wizardry.util.RayTracer;
import electroblob.wizardry.util.SpellModifiers;
import electroblob.wizardry.util.WizardryUtilities;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLiving;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.EnumAction;
import net.minecraft.tileentity.TileEntityDispenser;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.EnumHand;
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 javax.annotation.Nullable;
/**
* Generic superclass for all spells which use a raytrace to do something and (optionally) spawn particles along that
* trajectory. This is for both continuous ('stream') spells and non-continuous ('bolt') spells. This allows all the
* relevant code to be centralised. This class differs from most other spell superclasses in that it is abstract and as
* such must be subclassed to define what the spell actually does. This is because ray-like spells do a wider variety of
* different things, so it does not make sense to define more specific functions in this class since they would be
* redundant in the majority of cases.
* <p></p>
* <i>N.B. The three abstract methods in this class have a {@link Nullable} caster parameter (the caster is null when
* the spell is cast by a dispenser). When implementing these methods, be sure to check whether the caster is
* {@code null} and deal with it appropriately.</i>
* <p></p>
* Properties added by this type of spell: {@link Spell#RANGE}
* <p></p>
* By default, this type of spell can be cast by NPCs. {@link Spell#canBeCastBy(EntityLiving, boolean)}
* <p></p>
* By default, this type of spell can be cast by dispensers. {@link Spell#canBeCastBy(TileEntityDispenser)}
* <p></p>
* By default, this type of spell requires a packet to be sent. {@link Spell#requiresPacket()}
*
* @author Electroblob
* @since Wizardry 4.2
*/
public abstract class SpellRay extends Spell {
/** The distance below the caster's eyes that the bolt particles start from. */
protected static final double Y_OFFSET = 0.25;
/** The distance between spawned particles. Defaults to 0.85. */
// 0.85 was chosen to keep it similar to the most common method used previously, which gave an effective spacing of
// 10/12 = 0.8333 when the spell did not hit anything.
protected double particleSpacing = 0.85;
/** The maximum jitter (random position offset) for spawned particles. Defaults to 0.1. */
protected double particleJitter = 0.1;
/** The velocity of spawned particles in the direction the caster is aiming, can be negative. Defaults to 0. */
protected double particleVelocity = 0;
/** Whether living entities are ignored when raytracing. Defaults to false. */
protected boolean ignoreLivingEntities = false;
/** Whether liquids count as blocks when raytracing. Defaults to false. */
protected boolean hitLiquids = false;
/** Whether to ignore uncollidable blocks when raytracing. Defaults to true. */
protected boolean ignoreUncollidables = true;
/** The aim assist to use when raytracing. Defaults to 0. */
protected float aimAssist = 0;
public SpellRay(String name, boolean isContinuous, EnumAction action){
this(Wizardry.MODID, name, isContinuous, action);
}
public SpellRay(String modID, String name, boolean isContinuous, EnumAction action){
super(modID, name, action, isContinuous);
this.addProperties(RANGE);
this.npcSelector((e, o) -> true);
}
// Although this class is abstract, someone might instantiate one of its subclasses more than once to make two
// different spells, which may require different parameters. These methods allow such instances to neatly set any
// relevant parameters by chaining them onto the constructor.
/**
* Sets the distance between spawned particles.
* @param particleSpacing The distance between particles in the ray effect.
* @return The spell instance, allowing this method to be chained onto the constructor.
*/
public Spell particleSpacing(double particleSpacing){
this.particleSpacing = particleSpacing;
return this;
}
/**
* Sets the maximum jitter (random position offset) for spawned particles.
* @param particleJitter The maximum jitter for particles in the ray effect.
* @return The spell instance, allowing this method to be chained onto the constructor.
*/
public Spell particleJitter(double particleJitter){
this.particleJitter = particleJitter;
return this;
}
/**
* Sets the velocity of spawned particles; usually used for continuous spells.
* @param particleVelocity The velocity of spawned particles in the direction the caster is aiming, can be negative.
* @return The spell instance, allowing this method to be chained onto the constructor.
*/
public Spell particleVelocity(double particleVelocity){
this.particleVelocity = particleVelocity;
return this;
}
/**
* Sets whether entities are ignored when raytracing.
* @param ignoreLivingEntities Whether to ignore living entities when raytracing. If this is true, the spell
* will pass through living entities as if they weren't there.
* @return The spell instance, allowing this method to be chained onto the constructor.
*/
public Spell ignoreLivingEntities(boolean ignoreLivingEntities){
this.ignoreLivingEntities = ignoreLivingEntities;
return this;
}
/**
* Sets whether liquids count as blocks when raytracing.
* @param hitLiquids Whether to hit liquids when raytracing. If this is false, the spell will pass through
* liquids as if they weren't there.
* @return The spell instance, allowing this method to be chained onto the constructor.
*/
public Spell hitLiquids(boolean hitLiquids){
this.hitLiquids = hitLiquids;
return this;
}
/**
* Sets whether uncollidable blocks are ignored when raytracing.
* @param ignoreUncollidables Whether to hit uncollidable blocks when raytracing. If this is true, the spell will
* pass through uncollidable blocks as if they weren't there.
* @return The spell instance, allowing this method to be chained onto the constructor.
*/
public Spell ignoreUncollidables(boolean ignoreUncollidables){
this.ignoreUncollidables = ignoreUncollidables;
return this;
}
/**
* Sets the aim assist to use when raytracing.
* @param aimAssist The aim assist to use when raytracing. See {@link RayTracer#rayTrace(World, Vec3d, Vec3d, float, boolean, boolean, boolean, Class, java.util.function.Predicate)} for more details.
* @return The spell instance, allowing this method to be chained onto the constructor.
*/
public Spell aimAssist(float aimAssist){
this.aimAssist = aimAssist;
return this;
}
@Override public boolean canBeCastBy(TileEntityDispenser dispenser) { return true; }
// Finally everything in here is standardised and written in a form that's actually readable - it was long overdue!
@Override
public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
Vec3d look = caster.getLookVec();
Vec3d origin = new Vec3d(caster.posX, caster.getEntityBoundingBox().minY + caster.getEyeHeight() - Y_OFFSET, caster.posZ);
if(!shootSpell(world, origin, look, caster, ticksInUse, modifiers)) return false;
if(casterSwingsArm(world, caster, hand, ticksInUse, modifiers)) caster.swingArm(hand);
this.playSound(world, caster, ticksInUse, -1, modifiers);
return true;
}
@Override
public boolean cast(World world, EntityLiving caster, EnumHand hand, int ticksInUse, EntityLivingBase target, SpellModifiers modifiers){
// IDEA: Add in an aiming error and trigger onMiss accordingly
Vec3d origin = new Vec3d(caster.posX, caster.getEntityBoundingBox().minY + caster.getEyeHeight() - Y_OFFSET, caster.posZ);
Vec3d targetPos = null;
if(!ignoreLivingEntities || !WizardryUtilities.isLiving(target)){
targetPos = new Vec3d(target.posX, target.getEntityBoundingBox().minY + target.height / 2, target.posZ);
}else{
int x = MathHelper.floor(target.posX);
int y = (int)target.getEntityBoundingBox().minY - 1; // -1 because we need the block under the target
int z = MathHelper.floor(target.posZ);
BlockPos pos = new BlockPos(x, y, z);
// This works as if the NPC had actually aimed at the floor beneath the target, so it needs to check that
// the block is not air and (optionally) not a liquid.
if(!world.isAirBlock(pos) && (!world.getBlockState(pos).getMaterial().isLiquid() || hitLiquids)){
targetPos = new Vec3d(x + 0.5, y + 1, z + 0.5);
}
}
if(targetPos == null) return false; // If there was nothing to aim at (e.g. snare when the target is in the air)
if(!shootSpell(world, origin, targetPos.subtract(origin).normalize(), caster, ticksInUse, modifiers)) return false;
if(casterSwingsArm(world, caster, hand, ticksInUse, modifiers)) caster.swingArm(hand);
this.playSound(world, caster, ticksInUse, -1, modifiers);
return true;
}
@Override
public boolean cast(World world, double x, double y, double z, EnumFacing direction, int ticksInUse, int duration, SpellModifiers modifiers){
Vec3d vec = new Vec3d(direction.getDirectionVec());
Vec3d origin = new Vec3d(x, y, z);
if(!shootSpell(world, origin, vec, null, ticksInUse, modifiers)) return false;
// This MUST be the coordinates of the actual dispenser, so we need to offset it
this.playSound(world, x - direction.getXOffset(), y - direction.getYOffset(), z - direction.getZOffset(), ticksInUse, duration, modifiers);
return true;
}
/**
* Hook allowing subclasses to override the default range calculation on a per-cast basis. For example, grapple
* overrides this to change the range based on casting time so that its vine attaches to entities/blocks at the
* correct point and moves them accordingly.
*
* @param world The world in which the spell is being cast.
* @param origin A vector representing the coordinates of the origin point of the spell.
* @param direction A normalised vector representing the direction in which the spell is being cast.
* @param caster The entity casting the spell, or null if the spell is being cast from a dispenser.
* @param ticksInUse The number of ticks the spell has already been cast for. For all non-continuous spells,
* this is 0 and is not used.
* @param modifiers The SpellModifiers object with which this spell is being cast.
* @return The range to be used for this particular casting of the spell.
*/
// Technically you could alter the range in the SpellModifiers object by overriding the cast method but that
// would be a bit of a hack since it's not really what spell modifiers are for.
protected double getRange(World world, Vec3d origin, Vec3d direction, @Nullable EntityLivingBase caster, int ticksInUse, SpellModifiers modifiers){
return getProperty(RANGE).doubleValue() * modifiers.get(WizardryItems.range_upgrade);
}
/**
* Hook allowing subclasses to determine whether the caster swings their arm when casting the spell. By default,
* returns false for continuous spells and true for all others.
*
* @param world A reference to the world object. This is for convenience, you can also use caster.world.
* @param caster The EntityLivingBase that cast the spell.
* @param hand The hand that is holding the item used to cast the spell. If no item was used, this will be the
* main hand.
* @param ticksInUse The number of ticks the spell has already been cast for. For all non-continuous spells, this is
* 0 and is not used. For continuous spells, it is passed in as the maximum use duration of the item minus
* the count parameter in onUsingItemTick and therefore it increases by 1 each tick.
* @return True if the caster should swing their arm when casting this spell, false if not.
*/
protected boolean casterSwingsArm(World world, EntityLivingBase caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
return !this.isContinuous;
}
/** Takes care of the shared stuff for the three casting methods. This is mainly for internal use. */
protected boolean shootSpell(World world, Vec3d origin, Vec3d direction, @Nullable EntityLivingBase caster, int ticksInUse, SpellModifiers modifiers){
double range = getRange(world, origin, direction, caster, ticksInUse, modifiers);
Vec3d endpoint = origin.add(direction.scale(range));
// Change the filter depending on whether living entities are ignored or not
RayTraceResult rayTrace = RayTracer.rayTrace(world, origin, endpoint, aimAssist, hitLiquids,
ignoreUncollidables, false, Entity.class, ignoreLivingEntities ? WizardryUtilities::isLiving
: RayTracer.ignoreEntityFilter(caster));
boolean flag = false;
if(rayTrace != null){
// Doesn't matter which way round these are, they're mutually exclusive
if(rayTrace.typeOfHit == RayTraceResult.Type.ENTITY){
// Do whatever the spell does when it hits an entity
flag = onEntityHit(world, rayTrace.entityHit, rayTrace.hitVec, caster, origin, ticksInUse, modifiers);
// If the spell succeeded, clip the particles to the correct distance so they don't go through the entity
if(flag) range = origin.distanceTo(rayTrace.hitVec);
}else if(rayTrace.typeOfHit == RayTraceResult.Type.BLOCK){
// Do whatever the spell does when it hits an block
flag = onBlockHit(world, rayTrace.getBlockPos(), rayTrace.sideHit, rayTrace.hitVec, caster, origin, ticksInUse, modifiers);
// Clip the particles to the correct distance so they don't go through the block
// Unlike with entities, this is done regardless of whether the spell succeeded, since no spells go
// through blocks (and in fact, even the ray tracer itself doesn't do that)
range = origin.distanceTo(rayTrace.hitVec);
}
}
// If flag is false, either the spell missed or the relevant entity/block hit method returned false
if(!flag && !onMiss(world, caster, origin, direction, ticksInUse, modifiers)) return false;
// Particle spawning
if(world.isRemote){
spawnParticleRay(world, origin, direction, caster, range);
}
return true;
}
// The exact behaviour of the returned values of the following three methods can be a little confusing. Normally,
// either onEntityHit or onBlockHit (or both) will return true when the spell succeeded in hitting the block or
// entity, and false if not (note that those two methods are mutually exclusive). If false is returned, onMiss will
// be called - if either of the other methods returns true, onMiss will only be called for a complete miss.
/**
* Called when the spell hits an entity. Will never be called if ignoreLivingEntities is true.
* @param world The world the entity is in.
* @param target The entity that was hit.
* @param hit A vector representing the exact position at which the spell first hit the entity. Usually used for
* particle spawning.
* @param caster The caster of this spell, or null if this spell was cast from a dispenser. <i> N.B. It is strongly
* recommended that the origin parameter is used instead of taking the caster's position directly.</i>
* @param origin The position at which this spell originated. If the caster is not null, this will be at the caster's
* eyes.
* @param ticksInUse The number of ticks the spell has already been cast for (used only for continuous spells).
* @param modifiers The modifiers this spell was cast with.
* @return True to continue with spell casting and spawn particles, false to trigger a miss (N.B. you will need to
* return false from {@link SpellRay#onMiss(World, EntityLivingBase, Vec3d, Vec3d, int, SpellModifiers)} if a miss
* should not consume mana). Returning false from this method will make it look as if the spell passed right
* through it, so if a spell spawns particles when it misses this method should return true even for non-living
* entities.
*/
protected abstract boolean onEntityHit(World world, Entity target, Vec3d hit, @Nullable EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers);
/**
* Called when the spell hits a block.
* @param world The world the block is in.
* @param pos The BlockPos of the block that was hit.
* @param side The side of the block that was hit.
* @param hit A vector representing the exact position at which the spell first hit the block. Usually used for
* particle spawning.
* @param caster The caster of this spell, or null if this spell was cast from a dispenser.
* @param origin The position at which this spell originated. If the caster is not null, this will be at the caster's
* eyes.
* @param ticksInUse The number of ticks the spell has already been cast for (used only for continuous spells).
* @param modifiers The modifiers this spell was cast with.
* @return True to continue with spell casting and spawn particles, false to trigger a miss (N.B. you will need to
* return false from {@link SpellRay#onMiss(World, EntityLivingBase, Vec3d, Vec3d, int, SpellModifiers)} if a miss should not consume
* mana).
*/
protected abstract boolean onBlockHit(World world, BlockPos pos, EnumFacing side, Vec3d hit, @Nullable EntityLivingBase caster, Vec3d origin, int ticksInUse, SpellModifiers modifiers);
/**
* Called when the spell does not hit anything or when the spell hits something it has no effect on. Most of the time
* this will just return true or false, but some spells may, for example, display a chat readout or spawn custom
* particles. It is worth noting that this can affect how easy the spell is to identify.
* @param world The world the spell is in.
* @param caster The caster of this spell, or null if this spell was cast from a dispenser.
* @param origin The position at which this spell originated. If the caster is not null, this will be at the caster's
* eyes.
* @param direction A normalised vector in the direction this spell was cast (useful for custom particle effects).
* @param ticksInUse The number of ticks the spell has already been cast for (used only for continuous spells).
* @param modifiers The modifiers this spell was cast with.
* @return True to continue with spell casting and spawn particles, false to cause the spell to fail.
*/
protected abstract boolean onMiss(World world, @Nullable EntityLivingBase caster, Vec3d origin, Vec3d direction, int ticksInUse, SpellModifiers modifiers);
/**
* Highest-level particle spawning method, only called client-side. 'Normal' subclasses should not need to override
* this method; by default it spawns a line of particles, applying jitter and then calling
* {@link SpellRay#spawnParticle(World, double, double, double, double, double, double)} at each point. Override to replace this with
* an entirely custom particle effect - this is done by a few spells in the main mod to spawn beam-type particles.
* @param world The world in which to spawn the particles.
* @param origin A vector representing the start point of the line of particles.
* @param direction A normalised vector representing the direction of the line of particles.
* @param caster The entity that cast this spell, or null if it was cast by a dispenser.
* @param distance The length of the line of particles, already set to the appropriate distance based on the spell's
*/
// The caster argument is only really useful for spawning targeted particles continuously
protected void spawnParticleRay(World world, Vec3d origin, Vec3d direction, EntityLivingBase caster, double distance){
Vec3d velocity = direction.scale(particleVelocity);
for(double d = particleSpacing; d <= distance; d += particleSpacing){
double x = origin.x + d*direction.x + particleJitter * (world.rand.nextDouble()*2 - 1);
double y = origin.y + d*direction.y + particleJitter * (world.rand.nextDouble()*2 - 1);
double z = origin.z + d*direction.z + particleJitter * (world.rand.nextDouble()*2 - 1);
spawnParticle(world, x, y, z, velocity.x, velocity.y, velocity.z);
}
}
/**
* Called at each point along the spell trajectory to spawn one or more particles at that point. Only called
* client-side. Does nothing by default.
* @param world The world in which to spawn the particle.
* @param x The x-coordinate to spawn the particle at, with jitter already applied.
* @param y The y-coordinate to spawn the particle at, with jitter already applied.
* @param z The z-coordinate to spawn the particle at, with jitter already applied.
* @param vx The x velocity to spawn the particle with. Usually this is only non-zero for continuous spells.
* @param vy The y velocity to spawn the particle with. Usually this is only non-zero for continuous spells.
* @param vz The z velocity to spawn the particle with. Usually this is only non-zero for continuous spells.
*/
protected void spawnParticle(World world, double x, double y, double z, double vx, double vy, double vz){}
}