public static boolean canTeleportTo(WarpPoint point) {
   if (point.getY() < 0) return false;
   Block block1 =
       point.getWorld().getBlock(point.getBlockX(), point.getBlockY(), point.getBlockZ());
   Block block2 =
       point.getWorld().getBlock(point.getBlockX(), point.getBlockY() + 1, point.getBlockZ());
   boolean block1Free =
       !block1.getMaterial().isSolid()
           || block1.getBlockBoundsMaxX() < 1
           || block1.getBlockBoundsMaxY() > 0;
   boolean block2Free =
       !block2.getMaterial().isSolid()
           || block2.getBlockBoundsMaxX() < 1
           || block2.getBlockBoundsMaxY() > 0;
   return block1Free && block2Free;
 }
Ejemplo n.º 2
0
  @SideOnly(Side.CLIENT)
  public static void func_150918_a(
      World p_150918_0_, int p_150918_1_, int p_150918_2_, int p_150918_3_, int p_150918_4_) {
    if (p_150918_4_ == 0) {
      p_150918_4_ = 15;
    }

    Block block = p_150918_0_.getBlock(p_150918_1_, p_150918_2_, p_150918_3_);

    if (block.getMaterial() != Material.air) {
      block.setBlockBoundsBasedOnState(p_150918_0_, p_150918_1_, p_150918_2_, p_150918_3_);

      for (int i1 = 0; i1 < p_150918_4_; ++i1) {
        double d0 = itemRand.nextGaussian() * 0.02D;
        double d1 = itemRand.nextGaussian() * 0.02D;
        double d2 = itemRand.nextGaussian() * 0.02D;
        p_150918_0_.spawnParticle(
            "happyVillager",
            (double) ((float) p_150918_1_ + itemRand.nextFloat()),
            (double) p_150918_2_ + (double) itemRand.nextFloat() * block.getBlockBoundsMaxY(),
            (double) ((float) p_150918_3_ + itemRand.nextFloat()),
            d0,
            d1,
            d2);
      }
    } else {
      for (int i1 = 0; i1 < p_150918_4_; ++i1) {
        double d0 = itemRand.nextGaussian() * 0.02D;
        double d1 = itemRand.nextGaussian() * 0.02D;
        double d2 = itemRand.nextGaussian() * 0.02D;
        p_150918_0_.spawnParticle(
            "happyVillager",
            (double) ((float) p_150918_1_ + itemRand.nextFloat()),
            (double) p_150918_2_ + (double) itemRand.nextFloat() * 1.0f,
            (double) ((float) p_150918_3_ + itemRand.nextFloat()),
            d0,
            d1,
            d2);
      }
    }
  }
 private void setBlockBoundsBasedOnSelection(World world, int x, int y, int z) {
   float m = ConfigurationLib.littleBlocksSize;
   if (xSelected == -10) {
     this.setBlockBounds(0f, 0f, 0f, 0f, 0f, 0f);
   } else {
     TileEntityLittleChunk tile = (TileEntityLittleChunk) world.getTileEntity(x, y, z);
     Block block = tile.getBlock(xSelected, ySelected, zSelected);
     // System.out.println("Content: " + content);
     if (block == null) {
       this.setBlockBounds(
           xSelected / m,
           ySelected / m,
           zSelected / m,
           (xSelected + 1) / m,
           (ySelected + 1) / m,
           (zSelected + 1) / m);
     } else {
       if (block != null) {
         if (BlockStairs.func_150148_a /* isBlockStairsID */(block)) {
           block.setBlockBounds(0, 0, 0, 1, 1, 1);
         } else {
           block.setBlockBoundsBasedOnState(
               tile.getLittleWorld(),
               (x << 3) + xSelected,
               (y << 3) + ySelected,
               (z << 3) + zSelected);
         }
         this.setBlockBounds(
             (float) (xSelected + block.getBlockBoundsMinX()) / m,
             (float) (ySelected + block.getBlockBoundsMinY()) / m,
             (float) (zSelected + block.getBlockBoundsMinZ()) / m,
             (float) (xSelected + block.getBlockBoundsMaxX()) / m,
             (float) (ySelected + block.getBlockBoundsMaxY()) / m,
             (float) (zSelected + block.getBlockBoundsMaxZ()) / m);
       }
     }
   }
 }
Ejemplo n.º 4
0
  @Override
  public void onUpdate() {
    if (posY < -500.0D) {
      setDead();
      return;
    }

    if (hasGravity) {
      motionY -= 0.03999999910593033D;
    }
    if (hasAirResistance) {
      motionX *= 0.98;
      motionY *= 0.98;
      motionZ *= 0.98;
    }
    prevPosX = posX;
    prevPosY = posY;
    prevPosZ = posZ;

    extinguish();
    moveEntity(motionX, motionY, motionZ);

    Block block = getBlock();
    if (block == null) setDead();
    else setHeight((float) block.getBlockBoundsMaxY());

    if (worldObj instanceof WorldServer && shouldPlaceBlock()) {
      int x = MathHelper.floor_double(posX);
      int y = MathHelper.floor_double(posY);
      int z = MathHelper.floor_double(posZ);

      if (!tryPlaceBlock((WorldServer) worldObj, x, y, z)) dropBlock();

      setDead();
    }
  }
  @SideOnly(Side.CLIENT)
  public void spinUpdate(GCEntityClientPlayerMP p) {
    boolean freefall = true;
    if (p.boundingBox.maxX >= this.ssBoundsMinX
        && p.boundingBox.minX <= this.ssBoundsMaxX
        && p.boundingBox.maxY >= this.ssBoundsMinY
        && p.boundingBox.minY <= this.ssBoundsMaxY
        && p.boundingBox.maxZ >= this.ssBoundsMinZ
        && p.boundingBox.minZ <= this.ssBoundsMaxZ) {
      // Player is somewhere within the space station boundaries

      // This is an "on the ground" check
      int playerFeetOnY = (int) (p.boundingBox.minY - 0.001D);
      Block b =
          this.worldObj.getBlock(
              MathHelper.floor_double(p.posX), playerFeetOnY, MathHelper.floor_double(p.posX));
      double blockYmax = b.getBlockBoundsMaxY() + playerFeetOnY;
      if (b != Blocks.air && p.boundingBox.minY - blockYmax < 0.001D) {
        freefall = false;
      } else {
        // Check if the player's bounding box is in the same block coordinates as any non-vacuum
        // block (including torches etc)
        // If so, it's assumed the player has something close enough to grab onto, so is not in
        // freefall
        // Note: breatheable air here means the player is definitely not in freefall
        int xmx = MathHelper.floor_double(p.boundingBox.maxX);
        int ym = MathHelper.floor_double(p.boundingBox.minY);
        int yy = MathHelper.floor_double(p.boundingBox.maxY);
        int zm = MathHelper.floor_double(p.boundingBox.minZ);
        int zz = MathHelper.floor_double(p.boundingBox.maxZ);
        BLOCKCHECK:
        for (int x = MathHelper.floor_double(p.boundingBox.minX); x <= xmx; x++) {
          for (int y = ym; y <= yy; y++) {
            for (int z = zm; z <= zz; z++) {
              if (this.worldObj.getBlock(x, y, z) != Blocks.air) {
                freefall = false;
                break BLOCKCHECK;
              }
            }
          }
        }
      }

      /*
      if (freefall)
      {
      	//If that check didn't produce a result, see if the player is inside the walls
      	//TODO: could apply special weightless movement here like Coriolis force - the player is inside the walls,  not touching them, and in a vacuum
      	int quadrant = 0;
      	double xd = p.posX - this.spinCentreX;
      	double zd = p.posZ - this.spinCentreZ;
      	if (xd<0)
      	{
      		if (xd<-Math.abs(zd))
      		{
      			quadrant = 2;
      		} else
      			quadrant = (zd<0) ? 3 : 1;
      	} else
      		if (xd>Math.abs(zd))
      		{
      			quadrant = 0;
      		} else
      			quadrant = (zd<0) ? 3 : 1;

      	int ymin = MathHelper.floor_double(p.boundingBox.minY)-1;
      	int ymax = MathHelper.floor_double(p.boundingBox.maxY);
      	int xmin, xmax, zmin, zmax;

      	switch (quadrant)
      	{
      	case 0:
      		xmin = MathHelper.floor_double(p.boundingBox.maxX);
      		xmax = this.ssBoundsMaxX - 1;
      		zmin = MathHelper.floor_double(p.boundingBox.minZ)-1;
      		zmax = MathHelper.floor_double(p.boundingBox.maxZ)+1;
      		break;
      	case 1:
      		xmin = MathHelper.floor_double(p.boundingBox.minX)-1;
      		xmax = MathHelper.floor_double(p.boundingBox.maxX)+1;
      		zmin = MathHelper.floor_double(p.boundingBox.maxZ);
      		zmax = this.ssBoundsMaxZ - 1;
      		break;
      	case 2:
      		zmin = MathHelper.floor_double(p.boundingBox.minZ)-1;
      		zmax = MathHelper.floor_double(p.boundingBox.maxZ)+1;
      		xmin = this.ssBoundsMinX;
      		xmax = MathHelper.floor_double(p.boundingBox.minX);
      		break;
      	case 3:
      	default:
      		xmin = MathHelper.floor_double(p.boundingBox.minX)-1;
      		xmax = MathHelper.floor_double(p.boundingBox.maxX)+1;
      		zmin = this.ssBoundsMinZ;
      		zmax = MathHelper.floor_double(p.boundingBox.minZ);
      		break;
      	}

      	//This block search could cost a lot of CPU (but client side) - maybe optimise later
      	BLOCKCHECK0:
      	for(int x = xmin; x <= xmax; x++)
      		for (int z = zmin; z <= zmax; z++)
      			for (int y = ymin; y <= ymax; y++)
      				if (this.worldObj.getBlock(x, y, z) != Blocks.air)
      				{
      					freefall = false;
      					break BLOCKCHECK0;
      				}
      }*/
    }

    boolean doGravity = true;
    if (freefall) {
      doGravity = false;
      // Do spinning
      if (this.doSpinning && this.angularVelocityRadians != 0F) {
        // TODO maybe need to test to make sure xx and zz are not too large (outside sight range of
        // SS)
        // TODO think about server + network load (loading/unloading chunks) when movement is rapid
        // Maybe reduce chunkloading radius?
        float angle;
        final double xx = p.posX - this.spinCentreX;
        final double zz = p.posZ - this.spinCentreZ;
        double arc = Math.sqrt(xx * xx + zz * zz);
        if (xx == 0D) {
          angle = zz > 0 ? 3.141592536F / 2 : -3.141592536F / 2;
        } else {
          angle = (float) Math.atan(zz / xx);
        }
        if (xx < 0D) {
          angle += 3.141592536F;
        }
        angle += this.angularVelocityRadians / 3F;
        arc = arc * this.angularVelocityRadians;
        double offsetX = -arc * MathHelper.sin(angle);
        double offsetZ = arc * MathHelper.cos(angle);

        // Check for block collisions here - if so move the player appropriately
        // First check that there are no existing collisions where the player is now (TODO: bounce
        // the player away)
        if (this.worldObj.getCollidingBoundingBoxes(p, p.boundingBox).size() == 0) {
          // Now check for collisions in the new direction and if there are some, try reducing the
          // movement
          int collisions = 0;
          do {
            List<AxisAlignedBB> list =
                this.worldObj.getCollidingBoundingBoxes(
                    p, p.boundingBox.addCoord(offsetX, 0.0D, offsetZ));
            collisions = list.size();
            if (collisions > 0) {
              if (!doGravity) {
                p.motionX += -offsetX;
                p.motionZ += -offsetZ;
              }
              offsetX /= 2D;
              offsetZ /= 2D;
              if (offsetX < 0.01D && offsetX > -0.01D) {
                offsetX = 0D;
              }
              if (offsetZ < 0.01D && offsetZ > -0.01D) {
                offsetZ = 0D;
              }
              doGravity = true;
            }
          } while (collisions > 0);

          p.posX += offsetX;
          p.posZ += offsetZ;
          p.boundingBox.offset(offsetX, 0.0D, offsetZ);
        }

        p.rotationYaw += this.skyAngularVelocity;
        while (p.rotationYaw > 360F) {
          p.rotationYaw -= 360F;
        }

        /*				//Just started freefall - give some impulse
        if (!p.inFreefall && p.inFreefallFirstCheck)
        {
        	p.motionX += offsetX * 0.91F;
        	p.motionZ += offsetZ * 0.91F;
        }*/
      }

      // Reverse effects of deceleration
      p.motionX /= 0.91F;
      p.motionZ /= 0.91F;
      p.motionY /= 0.9800000190734863D;

      // Do freefall motion
      if (!p.capabilities.isCreativeMode) {
        double dx = p.motionX - this.pPrevMotionX;
        double dy = p.motionY - this.pPrevMotionY;
        double dz = p.motionZ - this.pPrevMotionZ;
        double dyaw = p.rotationYaw - p.prevRotationYaw;
        p.rotationYaw -= dyaw * 0.8D;

        // if (p.capabilities.isFlying)
        /// Undo whatever vanilla tried to do to our y motion
        p.motionY -= dy;
        p.motionX -= dx;
        p.motionZ -= dz;

        if (p.movementInput.moveForward != 0) {
          p.motionX -=
              p.movementInput.moveForward * MathHelper.sin(p.rotationYaw / 57.29578F) / 400F;
          p.motionZ +=
              p.movementInput.moveForward * MathHelper.cos(p.rotationYaw / 57.29578F) / 400F;
        }

        if (p.movementInput.sneak) {
          p.motionY -= 0.0015D;
        }

        if (p.movementInput.jump) {
          p.motionY += 0.0015D;
        }

        if (p.motionX > 0.7F) {
          p.motionX = 0.7F;
        }
        if (p.motionX < -0.7F) {
          p.motionX = -0.7F;
        }
        if (p.motionY > 0.7F) {
          p.motionY = 0.7F;
        }
        if (p.motionY < -0.7F) {
          p.motionY = -0.7F;
        }
        if (p.motionZ > 0.7F) {
          p.motionZ = 0.7F;
        }
        if (p.motionZ < -0.7F) {
          p.motionZ = -0.7F;
        }
      } else {
        if (p.motionX > 1.2F) {
          p.motionX = 1.2F;
        }
        if (p.motionX < -1.2F) {
          p.motionX = -1.2F;
        }
        if (p.motionZ > 1.2F) {
          p.motionZ = 1.2F;
        }
        if (p.motionZ < -1.2F) {
          p.motionZ = -1.2F;
        }
      }
      // TODO: Think about endless drift?
      // Player may run out of oxygen - that will kill the player eventually if can't get back to SS
      // Maybe player needs a 'suicide' button if floating helplessly in space and with no tether
      // Could auto-kill + respawn the player if floats too far away (config option whether to lose
      // items or not)
      // But we want players to be able to enjoy the view of the spinning space station from the
      // outside
      // Arm and leg movements could start tumbling the player?
    } else {
      if (p.movementInput.jump) {
        if (p.onGround) {
          p.motionY += 0.15D;
        } else {
          p.motionY += 0.01D;
        }
      } else if (p.movementInput.sneak) {
        if (!p.onGround) {
          p.motionY -= 0.01D;
        }
      }
    }

    // Artificial gravity
    if (doGravity) {
      int quadrant = 0;
      double xd = p.posX - this.spinCentreX;
      double zd = p.posZ - this.spinCentreZ;
      double accel =
          Math.sqrt(xd * xd + zd * zd)
              * this.angularVelocityRadians
              * this.angularVelocityRadians
              * 4D;

      if (xd < 0) {
        if (xd < -Math.abs(zd)) {
          quadrant = 2;
        } else {
          quadrant = zd < 0 ? 3 : 1;
        }
      } else if (xd > Math.abs(zd)) {
        quadrant = 0;
      } else {
        quadrant = zd < 0 ? 3 : 1;
      }

      switch (quadrant) {
        case 0:
          p.motionX += accel;
          break;
        case 1:
          p.motionZ += accel;
          break;
        case 2:
          p.motionX -= accel;
          break;
        case 3:
        default:
          p.motionZ -= accel;
      }
    }

    p.inFreefall = freefall;
    p.inFreefallFirstCheck = true;
    this.pPrevMotionX = p.motionX;
    this.pPrevMotionY = p.motionY;
    this.pPrevMotionZ = p.motionZ;
  }
Ejemplo n.º 6
0
  /**
   * Spawn a digging particle effect in the world, this is a wrapper around
   * EffectRenderer.addBlockHitEffects to allow the block more control over the particles. Useful
   * when you have entirely different texture sheets for different sides/locations in the world.
   *
   * @param world The current world
   * @param target The target the player is looking at {x/y/z/side/sub}
   * @param effectRenderer A reference to the current effect renderer.
   * @return True to prevent vanilla digging particles form spawning.
   */
  @SideOnly(Side.CLIENT)
  @Override
  public boolean addBlockHitEffects(
      World worldObj, MovingObjectPosition target, EffectRenderer effectRenderer) {
    int x = target.blockX;
    int y = target.blockY;
    int z = target.blockZ;

    Pipe pipe = getPipe(worldObj, x, y, z);
    if (pipe == null) return false;

    Icon icon = pipe.getIconProvider().getIcon(pipe.getIconIndexForItem());

    int sideHit = target.sideHit;

    Block block = BuildCraftTransport.genericPipeBlock;
    float b = 0.1F;
    double px =
        x
            + rand.nextDouble()
                * (block.getBlockBoundsMaxX() - block.getBlockBoundsMinX() - (b * 2.0F))
            + b
            + block.getBlockBoundsMinX();
    double py =
        y
            + rand.nextDouble()
                * (block.getBlockBoundsMaxY() - block.getBlockBoundsMinY() - (b * 2.0F))
            + b
            + block.getBlockBoundsMinY();
    double pz =
        z
            + rand.nextDouble()
                * (block.getBlockBoundsMaxZ() - block.getBlockBoundsMinZ() - (b * 2.0F))
            + b
            + block.getBlockBoundsMinZ();

    if (sideHit == 0) {
      py = (double) y + block.getBlockBoundsMinY() - (double) b;
    }

    if (sideHit == 1) {
      py = (double) y + block.getBlockBoundsMaxY() + (double) b;
    }

    if (sideHit == 2) {
      pz = (double) z + block.getBlockBoundsMinZ() - (double) b;
    }

    if (sideHit == 3) {
      pz = (double) z + block.getBlockBoundsMaxZ() + (double) b;
    }

    if (sideHit == 4) {
      px = (double) x + block.getBlockBoundsMinX() - (double) b;
    }

    if (sideHit == 5) {
      px = (double) x + block.getBlockBoundsMaxX() + (double) b;
    }

    EntityDiggingFX fx =
        new EntityDiggingFX(
            worldObj,
            px,
            py,
            pz,
            0.0D,
            0.0D,
            0.0D,
            block,
            sideHit,
            worldObj.getBlockMetadata(x, y, z));
    fx.func_110125_a(icon);
    effectRenderer.addEffect(
        fx.applyColourMultiplier(x, y, z).multiplyVelocity(0.2F).multipleParticleScaleBy(0.6F));
    return true;
  }