use of io.xol.chunkstories.api.entity.Controller 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);
}
}
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