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Example 1 with TileEntityExplosive

use of icbm.classic.content.blocks.explosive.TileEntityExplosive in project ICBM-Classic by BuiltBrokenModding.

the class BlastSonic method doExplode.

@Override
public // TODO Rewrite this entire method
boolean doExplode(// TODO Rewrite this entire method
int callCount) {
    if (callCount <= 0) {
        firstTick();
    }
    // TODO scale off of size & callcout
    final int radius = Math.max(1, this.callCount);
    if (callCount % 4 == 0) {
        if (isThreadCompleted()) {
            if (!getThreadResults().isEmpty()) {
                final Iterator<BlockPos> it = getThreadResults().iterator();
                while (it.hasNext()) {
                    final BlockPos targetPosition = it.next();
                    final double distance = location.distance(targetPosition);
                    // Only act on blocks inside the current radius TODO scale radius separate from ticks so we can control block creation
                    if (distance <= radius) {
                        // Remove
                        it.remove();
                        // Get data
                        final IBlockState blockState = world.getBlockState(targetPosition);
                        final Block block = blockState.getBlock();
                        // Only act on movable blocks
                        if (!block.isAir(blockState, world, targetPosition) && blockState.getBlockHardness(world, targetPosition) >= 0) {
                            // Trigger explosions
                            if (block == BlockReg.blockExplosive) {
                                ((TileEntityExplosive) this.world().getTileEntity(targetPosition)).trigger(false);
                            }
                            // Destroy block
                            this.world().setBlockToAir(targetPosition);
                            // Create floating block
                            if (!(block instanceof BlockFluidBase || block instanceof IFluidBlock) && this.world().rand.nextFloat() < 0.1) {
                                this.world().spawnEntity(new EntityFlyingBlock(this.world(), targetPosition, blockState));
                            }
                        }
                    }
                }
            } else {
                isAlive = false;
                if (ConfigDebug.DEBUG_THREADS) {
                    String msg = String.format("BlastSonic#doPostExplode() -> Thread failed to find blocks to edit. Either thread failed or no valid blocks were found in range." + "\nWorld = %s " + "\nThread = %s" + "\nSize = %s" + "\nPos = %s", world, getThread(), size, location);
                    ICBMClassic.logger().error(msg);
                }
            }
        }
    }
    // TODO scale to radius
    final int entityEffectRadius = 2 * this.callCount;
    final AxisAlignedBB bounds = new AxisAlignedBB(location.x() - entityEffectRadius, location.y() - entityEffectRadius, location.z() - entityEffectRadius, location.x() + entityEffectRadius, location.y() + entityEffectRadius, location.z() + entityEffectRadius);
    final List<Entity> allEntities = this.world().getEntitiesWithinAABB(Entity.class, bounds);
    for (Entity entity : allEntities) {
        if (entity instanceof IMissile) {
            // TODO change from guided to dummy fire
            ((IMissile) entity).destroyMissile(true);
        } else if (!(entity instanceof EntityPlayer) || !((EntityPlayer) entity).isCreative()) {
            // Get difference
            double xDelta = entity.posX - location.x();
            double yDelta = entity.posY - location.y();
            double zDelta = entity.posZ - location.z();
            // Normalize
            float distance = MathHelper.sqrt(xDelta * xDelta + yDelta * yDelta + zDelta * zDelta);
            xDelta = xDelta / (double) distance;
            yDelta = yDelta / (double) distance;
            zDelta = zDelta / (double) distance;
            // Scale
            final double scale = Math.max(0, (1 - (distance / getBlastRadius()))) * 3;
            xDelta *= scale;
            yDelta *= scale;
            zDelta *= scale;
            entity.motionX += xDelta * this.world().rand.nextFloat() * 0.2;
            entity.motionY += Math.abs(yDelta * this.world().rand.nextFloat()) * 1;
            entity.motionZ += zDelta * this.world().rand.nextFloat() * 0.2;
        }
    }
    return this.callCount > this.getBlastRadius();
}
Also used : AxisAlignedBB(net.minecraft.util.math.AxisAlignedBB) Entity(net.minecraft.entity.Entity) IBlockState(net.minecraft.block.state.IBlockState) IMissile(icbm.classic.api.caps.IMissile) BlockFluidBase(net.minecraftforge.fluids.BlockFluidBase) EntityFlyingBlock(icbm.classic.content.entity.EntityFlyingBlock) IFluidBlock(net.minecraftforge.fluids.IFluidBlock) EntityFlyingBlock(icbm.classic.content.entity.EntityFlyingBlock) IFluidBlock(net.minecraftforge.fluids.IFluidBlock) Block(net.minecraft.block.Block) TileEntityExplosive(icbm.classic.content.blocks.explosive.TileEntityExplosive) EntityPlayer(net.minecraft.entity.player.EntityPlayer) BlockPos(net.minecraft.util.math.BlockPos)

Aggregations

IMissile (icbm.classic.api.caps.IMissile)1 TileEntityExplosive (icbm.classic.content.blocks.explosive.TileEntityExplosive)1 EntityFlyingBlock (icbm.classic.content.entity.EntityFlyingBlock)1 Block (net.minecraft.block.Block)1 IBlockState (net.minecraft.block.state.IBlockState)1 Entity (net.minecraft.entity.Entity)1 EntityPlayer (net.minecraft.entity.player.EntityPlayer)1 AxisAlignedBB (net.minecraft.util.math.AxisAlignedBB)1 BlockPos (net.minecraft.util.math.BlockPos)1 BlockFluidBase (net.minecraftforge.fluids.BlockFluidBase)1 IFluidBlock (net.minecraftforge.fluids.IFluidBlock)1