8ae6bc9102
- Add a getCentre method for entities to GeometryUtils - Replace getPositionEyes(0) with getPositionEyes(1) since it's more efficient, and by definition they must be the same - Remove all the silly getEntityBoundingBox().minY stuff, this bug has been fixed since 1.8! (which begs the question: if it was considered a bug, how on earth did it go unfixed for that long?) - A few other small things
64 lines
2.7 KiB
Java
64 lines
2.7 KiB
Java
package electroblob.wizardry.spell;
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import electroblob.wizardry.Wizardry;
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import electroblob.wizardry.item.SpellActions;
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import electroblob.wizardry.util.ParticleBuilder;
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import electroblob.wizardry.util.ParticleBuilder.Type;
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import electroblob.wizardry.util.SpellModifiers;
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import net.minecraft.entity.player.EntityPlayer;
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import net.minecraft.util.EnumHand;
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import net.minecraft.world.World;
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public class Flight extends Spell {
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public static final String SPEED = "speed";
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public static final String ACCELERATION = "acceleration";
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private static final double Y_NUDGE_ACCELERATION = 0.075;
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public Flight(){
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super("flight", SpellActions.POINT, true);
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addProperties(SPEED, ACCELERATION);
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}
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@Override
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public boolean cast(World world, EntityPlayer caster, EnumHand hand, int ticksInUse, SpellModifiers modifiers){
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if(!caster.isInWater() && !caster.isInLava() && !caster.isElytraFlying()){
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float speed = getProperty(SPEED).floatValue() * modifiers.get(SpellModifiers.POTENCY);
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float acceleration = getProperty(ACCELERATION).floatValue() * modifiers.get(SpellModifiers.POTENCY);
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// The division thingy checks if the look direction is the opposite way to the velocity. If this is the
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// case then the velocity should be added regardless of the player's current speed.
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if((Math.abs(caster.motionX) < speed || caster.motionX / caster.getLookVec().x < 0)
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&& (Math.abs(caster.motionZ) < speed || caster.motionZ / caster.getLookVec().z < 0)){
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caster.addVelocity(caster.getLookVec().x * acceleration, 0, caster.getLookVec().z * acceleration);
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}
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// y velocity is handled separately to stop the player from falling from the sky when they reach maximum
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// horizontal speed.
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if(Math.abs(caster.motionY) < speed || caster.motionY / caster.getLookVec().y < 0){
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caster.motionY += caster.getLookVec().y * acceleration + Y_NUDGE_ACCELERATION;
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}
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if(!Wizardry.settings.replaceVanillaFallDamage) caster.fallDistance = 0.0f;
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}
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if(world.isRemote){
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double x = caster.posX - 1 + world.rand.nextDouble() * 2;
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double y = caster.posY + caster.getEyeHeight() - 0.5 + world.rand.nextDouble();
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double z = caster.posZ - 1 + world.rand.nextDouble() * 2;
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, -0.1, 0).time(15).clr(0.8f, 1, 0.5f).spawn(world);
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x = caster.posX - 1 + world.rand.nextDouble() * 2;
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y = caster.posY + caster.getEyeHeight() - 0.5 + world.rand.nextDouble();
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z = caster.posZ - 1 + world.rand.nextDouble() * 2;
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ParticleBuilder.create(Type.SPARKLE).pos(x, y, z).vel(0, -0.1, 0).time(15).clr(1f, 1f, 1f).spawn(world);
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}
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if(ticksInUse % 24 == 0) playSound(world, caster, ticksInUse, -1, modifiers);
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return true;
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}
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}
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