use of io.xol.chunkstories.api.Location in project chunkstories by Hugobros3.
the class DefaultWorldCollisionsManager method raytraceSolid.
private Location raytraceSolid(Vector3dc initialPosition, Vector3dc directionIn, double limit, boolean outer, boolean selectable) {
Vector3d direction = new Vector3d();
directionIn.normalize(direction);
// direction.scale(0.02);
// float distance = 0f;
CellData cell;
// Voxel vox;
int x, y, z;
x = (int) Math.floor(initialPosition.x());
y = (int) Math.floor(initialPosition.y());
z = (int) Math.floor(initialPosition.z());
// DDA algorithm
// It requires double arrays because it works using loops over each dimension
double[] rayOrigin = new double[3];
double[] rayDirection = new double[3];
rayOrigin[0] = initialPosition.x();
rayOrigin[1] = initialPosition.y();
rayOrigin[2] = initialPosition.z();
rayDirection[0] = direction.x();
rayDirection[1] = direction.y();
rayDirection[2] = direction.z();
int[] voxelCoords = new int[] { x, y, z };
int[] voxelDelta = new int[] { 0, 0, 0 };
double[] deltaDist = new double[3];
double[] next = new double[3];
int[] step = new int[3];
int side = 0;
// Prepare distances
for (int i = 0; i < 3; ++i) {
double deltaX = rayDirection[0] / rayDirection[i];
double deltaY = rayDirection[1] / rayDirection[i];
double deltaZ = rayDirection[2] / rayDirection[i];
deltaDist[i] = Math.sqrt(deltaX * deltaX + deltaY * deltaY + deltaZ * deltaZ);
if (rayDirection[i] < 0.f) {
step[i] = -1;
next[i] = (rayOrigin[i] - voxelCoords[i]) * deltaDist[i];
} else {
step[i] = 1;
next[i] = (voxelCoords[i] + 1.f - rayOrigin[i]) * deltaDist[i];
}
}
do {
// DDA steps
side = 0;
for (int i = 1; i < 3; ++i) {
if (next[side] > next[i]) {
side = i;
}
}
next[side] += deltaDist[side];
voxelCoords[side] += step[side];
voxelDelta[side] += step[side];
x = voxelCoords[0];
y = voxelCoords[1];
z = voxelCoords[2];
cell = world.peekSafely(x, y, z);
if (cell.getVoxel().getDefinition().isSolid() || (selectable && cell.getVoxel().getDefinition().isSelectable())) {
boolean collides = false;
for (CollisionBox box : cell.getTranslatedCollisionBoxes()) {
// System.out.println(box);
Vector3dc collisionPoint = box.lineIntersection(initialPosition, direction);
if (collisionPoint != null) {
collides = true;
// System.out.println("collides @ "+collisionPoint);
}
}
if (collides) {
if (!outer)
return new Location(world, x, y, z);
else {
// Back off a bit
switch(side) {
case 0:
x -= step[side];
break;
case 1:
y -= step[side];
break;
case 2:
z -= step[side];
break;
}
return new Location(world, x, y, z);
}
}
}
// distance += deltaDist[side];
} while (voxelDelta[0] * voxelDelta[0] + voxelDelta[1] * voxelDelta[1] + voxelDelta[2] * voxelDelta[2] < limit * limit);
return null;
}
use of io.xol.chunkstories.api.Location in project chunkstories by Hugobros3.
the class WorldImplementation method spawnPlayer.
public void spawnPlayer(Player player) {
if (!(this instanceof WorldMaster))
throw new UnsupportedOperationException("Only Master Worlds can do this");
Entity savedEntity = null;
SerializedEntityFile playerEntityFile = new SerializedEntityFile(this.getFolderPath() + "/players/" + player.getName().toLowerCase() + ".csf");
if (playerEntityFile.exists())
savedEntity = playerEntityFile.read(this);
Location previousLocation = null;
if (savedEntity != null)
previousLocation = savedEntity.getLocation();
PlayerSpawnEvent playerSpawnEvent = new PlayerSpawnEvent(player, (WorldMaster) this, savedEntity, previousLocation);
getGameContext().getPluginManager().fireEvent(playerSpawnEvent);
if (!playerSpawnEvent.isCancelled()) {
Entity entity = playerSpawnEvent.getEntity();
Location actualSpawnLocation = playerSpawnEvent.getSpawnLocation();
if (actualSpawnLocation == null)
actualSpawnLocation = this.getDefaultSpawnLocation();
// TODO EntitySimplePlayer ?
if (entity == null || ((entity instanceof EntityLiving) && (((EntityLiving) entity).isDead())))
entity = this.gameContext.getContent().entities().getEntityDefinition("player").create(actualSpawnLocation);
else
// entity = new EntityPlayer(this, 0d, 0d, 0d, player.getName()); //Default entity
entity.setUUID(-1);
// Name your player !
if (entity instanceof EntityNameable)
((EntityNameable) entity).getNameComponent().setName(player.getName());
entity.setLocation(actualSpawnLocation);
addEntity(entity);
if (entity instanceof EntityControllable)
player.setControlledEntity((EntityControllable) entity);
else
System.out.println("Error : entity is not controllable");
}
}
use of io.xol.chunkstories.api.Location in project chunkstories-core by Hugobros3.
the class EntityLivingImplementation method tick.
@Override
public void tick() {
if (getWorld() == null)
return;
// Despawn counter is strictly a client matter
if (getWorld() instanceof WorldMaster) {
if (isDead()) {
deathDespawnTimer--;
if (deathDespawnTimer < 0) {
world.removeEntity(this);
return;
}
}
// Fall damage
if (isOnGround()) {
if (!wasStandingLastTick && !Double.isNaN(lastStandingHeight)) {
double fallDistance = lastStandingHeight - this.positionComponent.getLocation().y();
if (fallDistance > 0) {
// System.out.println("Fell "+fallDistance+" meters");
if (fallDistance > 5) {
float fallDamage = (float) (fallDistance * fallDistance / 2);
System.out.println(this + "Took " + fallDamage + " hp of fall damage");
this.damage(DAMAGE_CAUSE_FALL, fallDamage);
}
}
}
lastStandingHeight = this.positionComponent.getLocation().y();
}
this.wasStandingLastTick = isOnGround();
}
boolean shouldDoTick = false;
if (this instanceof EntityControllable) {
Controller controller = ((EntityControllable) this).getControllerComponent().getController();
if (controller == null)
shouldDoTick = (getWorld() instanceof WorldMaster);
else if (getWorld() instanceof WorldClient && ((WorldClient) getWorld()).getClient().getPlayer().equals(controller))
shouldDoTick = true;
} else
shouldDoTick = (getWorld() instanceof WorldMaster);
if (shouldDoTick) {
Vector3dc ogVelocity = getVelocityComponent().getVelocity();
Vector3d velocity = new Vector3d(ogVelocity);
Vector2f headRotationVelocity = this.getEntityRotationComponent().tickInpulse();
getEntityRotationComponent().addRotation(headRotationVelocity.x(), headRotationVelocity.y());
// voxelIn = VoxelsStore.get().getVoxelById(VoxelFormat.id(world.getVoxelData(positionComponent.getLocation())));
// voxelIn.getType().isLiquid();
boolean inWater = isInWater();
// Gravity
if (!(this instanceof EntityFlying && ((EntityFlying) this).getFlyingComponent().get())) {
double terminalVelocity = inWater ? -0.05 : -0.5;
if (velocity.y() > terminalVelocity)
velocity.y = (velocity.y() - 0.008);
if (velocity.y() < terminalVelocity)
velocity.y = (terminalVelocity);
// Water limits your overall movement
double targetSpeedInWater = 0.02;
if (inWater) {
if (velocity.length() > targetSpeedInWater) {
double decelerationThen = Math.pow((velocity.length() - targetSpeedInWater), 1.0);
// System.out.println(decelerationThen);
double maxDeceleration = 0.006;
if (decelerationThen > maxDeceleration)
decelerationThen = maxDeceleration;
// System.out.println(decelerationThen);
acceleration.add(new Vector3d(velocity).normalize().negate().mul(decelerationThen));
// acceleration.add(0.0, decelerationThen * (velocity.y() > 0.0 ? 1.0 : -1.0), 0.0);
}
}
}
// Acceleration
velocity.x = (velocity.x() + acceleration.x());
velocity.y = (velocity.y() + acceleration.y());
velocity.z = (velocity.z() + acceleration.z());
// TODO ugly
if (!world.isChunkLoaded((int) (double) positionComponent.getLocation().x() / 32, (int) (double) positionComponent.getLocation().y() / 32, (int) (double) positionComponent.getLocation().z() / 32)) {
velocity.set(0d, 0d, 0d);
}
// Eventually moves
Vector3dc remainingToMove = moveWithCollisionRestrain(velocity.x(), velocity.y(), velocity.z());
Vector2d remaining2d = new Vector2d(remainingToMove.x(), remainingToMove.z());
// Auto-step logic
if (remaining2d.length() > 0.001 && isOnGround()) {
// Cap max speed we can get through the bump ?
if (remaining2d.length() > 0.20d) {
System.out.println("Too fast, capping");
remaining2d.normalize();
remaining2d.mul(0.20);
}
// Get whatever we are colliding with
// Test if setting yourself on top would be ok
// Do it if possible
// TODO remake proper
Vector3d blockedMomentum = new Vector3d(remaining2d.x(), 0, remaining2d.y());
for (double d = 0.25; d < 0.5; d += 0.05) {
// I don't want any of this to reflect on the object, because it causes ugly jumps in the animation
Vector3dc canMoveUp = this.canMoveWithCollisionRestrain(new Vector3d(0.0, d, 0.0));
// It can go up that bit
if (canMoveUp.length() == 0.0f) {
// Would it help with being stuck ?
Vector3d tryFromHigher = new Vector3d(this.getLocation());
tryFromHigher.add(new Vector3d(0.0, d, 0.0));
Vector3dc blockedMomentumRemaining = this.canMoveWithCollisionRestrain(tryFromHigher, blockedMomentum);
// If length of remaining momentum < of what we requested it to do, that means it *did* go a bit further away
if (blockedMomentumRemaining.length() < blockedMomentum.length()) {
// Where would this land ?
Vector3d afterJump = new Vector3d(tryFromHigher);
afterJump.add(blockedMomentum);
afterJump.sub(blockedMomentumRemaining);
// land distance = whatever is left of our -0.55 delta when it hits the ground
Vector3dc landDistance = this.canMoveWithCollisionRestrain(afterJump, new Vector3d(0.0, -d, 0.0));
afterJump.add(new Vector3d(0.0, -d, 0.0));
afterJump.sub(landDistance);
this.setLocation(new Location(world, afterJump));
remaining2d = new Vector2d(blockedMomentumRemaining.x(), blockedMomentumRemaining.z());
break;
}
}
}
}
// Collisions, snap to axises
if (Math.abs(remaining2d.x()) >= 0.001d)
velocity.x = (0d);
if (Math.abs(remaining2d.y()) >= 0.001d)
velocity.z = (0d);
// Stap it
if (isOnGround() && velocity.y() < 0)
velocity.y = (0d);
else if (isOnGround())
velocity.y = (0d);
getVelocityComponent().setVelocity(velocity);
}
}
use of io.xol.chunkstories.api.Location in project chunkstories-core by Hugobros3.
the class EntityPlayer method getBlockLookingAt.
@Override
public Location getBlockLookingAt(boolean inside) {
Vector3d initialPosition = new Vector3d(getLocation());
initialPosition.add(new Vector3d(0, eyePosition, 0));
Vector3d direction = new Vector3d(getDirectionLookingAt());
if (inside)
return world.collisionsManager().raytraceSelectable(new Location(world, initialPosition), direction, 256.0);
else
return world.collisionsManager().raytraceSolidOuter(new Location(world, initialPosition), direction, 256.0);
}
use of io.xol.chunkstories.api.Location in project chunkstories-core by Hugobros3.
the class EntityPlayer method onControllerInput.
@Override
public boolean onControllerInput(Input input, Controller controller) {
// We are moving inventory bringup here !
if (input.getName().equals("inventory") && world instanceof WorldClient) {
if (creativeMode.get()) {
((WorldClient) getWorld()).getClient().openInventories(this.inventoryComponent.getInventory(), new InventoryLocalCreativeMenu(world));
} else {
((WorldClient) getWorld()).getClient().openInventories(this.inventoryComponent.getInventory(), this.armor.getInventory());
}
return true;
}
Location blockLocation = this.getBlockLookingAt(true);
double maxLen = 1024;
if (blockLocation != null) {
Vector3d diff = new Vector3d(blockLocation).sub(this.getLocation());
// Vector3d dir = diff.clone().normalize();
maxLen = diff.length();
}
Vector3d initialPosition = new Vector3d(getLocation());
initialPosition.add(new Vector3d(0, eyePosition, 0));
Vector3dc direction = getDirectionLookingAt();
Iterator<Entity> i = world.collisionsManager().rayTraceEntities(initialPosition, direction, maxLen);
while (i.hasNext()) {
Entity e = i.next();
if (e.handleInteraction(this, input))
return true;
}
ItemPile itemSelected = getSelectedItemComponent().getSelectedItem();
if (itemSelected != null) {
// See if the item handles the interaction
if (itemSelected.getItem().onControllerInput(this, itemSelected, input, controller))
return true;
}
if (getWorld() instanceof WorldMaster) {
// Creative mode features building and picking.
if (this.getCreativeModeComponent().get()) {
if (input.getName().equals("mouse.left")) {
if (blockLocation != null) {
// Player events mod
if (controller instanceof Player) {
Player player = (Player) controller;
WorldCell cell = world.peekSafely(blockLocation);
FutureCell future = new FutureCell(cell);
future.setVoxel(this.getDefinition().store().parent().voxels().air());
future.setBlocklight(0);
future.setSunlight(0);
future.setMetaData(0);
PlayerVoxelModificationEvent event = new PlayerVoxelModificationEvent(cell, future, EntityCreative.CREATIVE_MODE, player);
// Anyone has objections ?
world.getGameContext().getPluginManager().fireEvent(event);
if (event.isCancelled())
return true;
Vector3d rnd = new Vector3d();
for (int k = 0; k < 40; k++) {
rnd.set(blockLocation);
rnd.add(Math.random() * 0.98, Math.random() * 0.98, Math.random() * 0.98);
world.getParticlesManager().spawnParticleAtPosition("voxel_frag", rnd);
}
world.getSoundManager().playSoundEffect("sounds/gameplay/voxel_remove.ogg", Mode.NORMAL, blockLocation, 1.0f, 1.0f);
try {
world.poke(future, this);
// world.poke((int)blockLocation.x, (int)blockLocation.y, (int)blockLocation.z, null, 0, 0, 0, this);
} catch (WorldException e) {
// Discard but maybe play some effect ?
}
return true;
}
}
} else if (input.getName().equals("mouse.middle")) {
if (blockLocation != null) {
CellData ctx = this.getWorld().peekSafely(blockLocation);
if (!ctx.getVoxel().isAir()) {
// Spawn new itemPile in his inventory
ItemVoxel item = (ItemVoxel) world.getGameContext().getContent().items().getItemDefinition("item_voxel").newItem();
item.voxel = ctx.getVoxel();
item.voxelMeta = ctx.getMetaData();
ItemPile itemVoxel = new ItemPile(item);
this.getInventory().setItemPileAt(getSelectedItemComponent().getSelectedSlot(), 0, itemVoxel);
return true;
}
}
}
}
}
// Then we check if the world minds being interacted with
return world.handleInteraction(this, blockLocation, input);
}
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