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Example 1 with Entity

use of io.xol.chunkstories.api.entity.Entity in project chunkstories-core by Hugobros3.

the class ZombieAI method tick.

public void tick() {
    super.tick();
    if (entity.isDead())
        return;
    if (attackEntityCooldown > 0)
        attackEntityCooldown--;
    // Find entities to attack
    if (!(this.currentTask instanceof AiTaskAttackEntity) && entity.stage().aggroRadius > 0.0 && attackEntityCooldown == 0) {
        // Only look for them once in 2s
        attackEntityCooldown = (int) (Math.random() * 60 * 2);
        for (Entity entityToLook : entity.getWorld().getEntitiesInBox(entity.getLocation(), new Vector3d(entity.stage().aggroRadius * 2f))) {
            float visibilityModifier = 1f;
            if (entityToLook instanceof EntityPlayer) {
                EntityPlayer player = (EntityPlayer) entityToLook;
                // Crouched players are 70% less visible
                if (player.stance.get().equals(EntityHumanoidStance.CROUCHING))
                    visibilityModifier -= 0.7f;
                // If the entity is sprinting
                if (player.getVelocityComponent().getVelocity().length() > 0.7)
                    visibilityModifier += 1.0f;
            }
            if (!entityToLook.equals(entity) && entityToLook.getLocation().distance(entity.getLocation()) * visibilityModifier <= entity.stage().aggroRadius && entityToLook instanceof EntityHumanoid && !((EntityHumanoid) entityToLook).isDead()) {
                // Check target is in set
                if (targetsTypes.contains(entityToLook.getClass())) {
                    // Play a borking sound
                    // .setPitch();
                    entity.getWorld().getSoundManager().playSoundEffect("sounds/entities/zombie/grunt.ogg", Mode.NORMAL, entity.getLocation(), (float) (1.5 + Math.random() * 0.2), 1.5f);
                    // .setPitch();
                    entity.getWorld().getSoundManager().playSoundEffect("sounds/entities/zombie/grunt.ogg", Mode.NORMAL, entity.getLocation(), (float) (1.5 + Math.random() * 0.2), 1.5f);
                    // Set new task
                    setAiTask(new AiTaskAttackEntity((EntityHumanoid) entityToLook, 10f, 15f, currentTask, entity.stage().attackCooldown, entity.stage().attackDamage));
                    return;
                }
            }
        }
    }
}
Also used : Entity(io.xol.chunkstories.api.entity.Entity) Vector3d(org.joml.Vector3d) EntityHumanoid(io.xol.chunkstories.core.entity.EntityHumanoid) EntityPlayer(io.xol.chunkstories.core.entity.EntityPlayer)

Example 2 with Entity

use of io.xol.chunkstories.api.entity.Entity in project chunkstories-core by Hugobros3.

the class ItemFirearm method onControllerInput.

@Override
public boolean onControllerInput(Entity user, ItemPile pile, Input input, Controller controller) {
    // Don't do anything with the left mouse click
    if (input.getName().startsWith("mouse.")) {
        return true;
    }
    if (input.getName().equals("shootGun")) {
        if (user instanceof EntityLiving) {
            EntityLiving shooter = (EntityLiving) user;
            // Serverside checks
            // if (user.getWorld() instanceof WorldMaster)
            {
                // Is the reload cooldown done
                if (cooldownEnd > System.currentTimeMillis())
                    return false;
                // Do we have any bullets to shoot
                boolean bulletPresence = (user instanceof EntityCreative && ((EntityCreative) user).isCreativeMode()) || checkBullet(pile);
                if (!bulletPresence) {
                    // Dry.ogg
                    return true;
                } else if (!(user instanceof EntityCreative && ((EntityCreative) user).isCreativeMode())) {
                    consumeBullet(pile);
                }
            }
            // Jerk client view a bit
            if (shooter.getWorld() instanceof WorldClient) {
                EntityComponentRotation rot = ((EntityLiving) user).getEntityRotationComponent();
                rot.applyInpulse(shake * (Math.random() - 0.5) * 3.0, shake * -(Math.random() - 0.25) * 5.0);
            }
            // Play sounds
            if (controller != null) {
                controller.getSoundManager().playSoundEffect(this.soundName, Mode.NORMAL, user.getLocation(), 1.0f, 1.0f, 1.0f, (float) soundRange);
            }
            playAnimation();
            // Raytrace shot
            Vector3d eyeLocation = new Vector3d(shooter.getLocation());
            if (shooter instanceof EntityPlayer)
                eyeLocation.add(new Vector3d(0.0, ((EntityPlayer) shooter).eyePosition, 0.0));
            // For each shot
            for (int ss = 0; ss < shots; ss++) {
                Vector3d direction = new Vector3d(shooter.getDirectionLookingAt());
                direction.add(new Vector3d(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).normalize().mul(accuracy / 100d));
                direction.normalize();
                // Find wall collision
                Location shotBlock = user.getWorld().collisionsManager().raytraceSolid(eyeLocation, direction, range);
                Vector3dc nearestLocation = null;
                // Loops to try and break blocks
                boolean brokeLastBlock = false;
                while (user.getWorld() instanceof WorldMaster && shotBlock != null) {
                    WorldCell peek = user.getWorld().peekSafely(shotBlock);
                    // int data = peek.getData();
                    Voxel voxel = peek.getVoxel();
                    brokeLastBlock = false;
                    if (!voxel.isAir() && voxel.getMaterial().resolveProperty("bulletBreakable") != null && voxel.getMaterial().resolveProperty("bulletBreakable").equals("true")) {
                        // TODO Spawn an event to check if it's okay
                        // Destroy it
                        peek.setVoxel(voxel.store().air());
                        brokeLastBlock = true;
                        for (int i = 0; i < 25; i++) {
                            Vector3d smashedVoxelParticleDirection = new Vector3d(direction);
                            smashedVoxelParticleDirection.mul(2.0);
                            smashedVoxelParticleDirection.add(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5);
                            smashedVoxelParticleDirection.normalize();
                            user.getWorld().getParticlesManager().spawnParticleAtPositionWithVelocity("voxel_frag", shotBlock, smashedVoxelParticleDirection);
                        }
                        user.getWorld().getSoundManager().playSoundEffect("sounds/environment/glass.ogg", Mode.NORMAL, shotBlock, (float) Math.random() * 0.2f + 0.9f, 1.0f);
                        // Re-raytrace the ray
                        shotBlock = user.getWorld().collisionsManager().raytraceSolid(eyeLocation, direction, range);
                    } else
                        break;
                }
                // Spawn decal and particles on block the bullet embedded itself in
                if (shotBlock != null && !brokeLastBlock) {
                    Location shotBlockOuter = user.getWorld().collisionsManager().raytraceSolidOuter(eyeLocation, direction, range);
                    if (shotBlockOuter != null) {
                        Vector3d normal = shotBlockOuter.sub(shotBlock);
                        double NbyI2x = 2.0 * direction.dot(normal);
                        Vector3d NxNbyI2x = new Vector3d(normal);
                        NxNbyI2x.mul(NbyI2x);
                        Vector3d reflected = new Vector3d(direction);
                        reflected.sub(NxNbyI2x);
                        // Vector3d.sub(direction, NxNbyI2x, reflected);
                        // shotBlock.setX(shotBlock.getX() + 1);
                        WorldCell peek = user.getWorld().peekSafely(shotBlock);
                        for (CollisionBox box : peek.getTranslatedCollisionBoxes()) {
                            Vector3dc thisLocation = box.lineIntersection(eyeLocation, direction);
                            if (thisLocation != null) {
                                if (nearestLocation == null || nearestLocation.distance(eyeLocation) > thisLocation.distance(eyeLocation))
                                    nearestLocation = thisLocation;
                            }
                        }
                        Vector3d particleSpawnPosition = new Vector3d(nearestLocation);
                        // Position adjustements so shot blocks always shoot proper particles
                        if (shotBlock.x() - particleSpawnPosition.x() <= -1.0)
                            particleSpawnPosition.add(-0.01, 0d, 0d);
                        if (shotBlock.y() - particleSpawnPosition.y() <= -1.0)
                            particleSpawnPosition.add(0d, -0.01, 0d);
                        if (shotBlock.z() - particleSpawnPosition.z() <= -1.0)
                            particleSpawnPosition.add(0d, 0d, -0.01);
                        for (int i = 0; i < 25; i++) {
                            Vector3d untouchedReflection = new Vector3d(reflected);
                            Vector3d random = new Vector3d(Math.random() * 2.0 - 1.0, Math.random() * 2.0 - 1.0, Math.random() * 2.0 - 1.0);
                            random.mul(0.5);
                            untouchedReflection.add(random);
                            untouchedReflection.normalize();
                            untouchedReflection.mul(0.25);
                            // Vector3d ppos = new Vector3d(particleSpawnPosition);
                            controller.getParticlesManager().spawnParticleAtPositionWithVelocity("voxel_frag", particleSpawnPosition, untouchedReflection);
                        }
                        controller.getSoundManager().playSoundEffect(peek.getVoxel().getMaterial().resolveProperty("landingSounds"), Mode.NORMAL, particleSpawnPosition, 1, 0.05f);
                        /*double bspeed = 5/60.0 * (1 + Math.random() * 3 * Math.random());
							Vector3d ppos = new Vector3d(reflected);
							ppos.normalize();
							ppos.scale(0.5);
							ppos.add(nearestLocation);
							WorldEffects.createFireball(shooter.getWorld(), ppos, 1f, damage*0.15*bspeed, (float) (0.0 + 0.05*damage));
							*/
                        controller.getDecalsManager().drawDecal(nearestLocation, normal.negate(), new Vector3d(0.5), "bullethole");
                    }
                }
                // Hitreg takes place on server bois
                if (shooter.getWorld() instanceof WorldMaster) {
                    // Iterate over each found entities
                    Iterator<Entity> shotEntities = user.getWorld().collisionsManager().rayTraceEntities(eyeLocation, direction, 256f);
                    while (shotEntities.hasNext()) {
                        Entity shotEntity = shotEntities.next();
                        // Don't shoot itself & only living things get shot
                        if (!shotEntity.equals(shooter) && shotEntity instanceof EntityLiving) {
                            // Get hit location
                            for (HitBox hitBox : ((EntityLiving) shotEntity).getHitBoxes()) {
                                Vector3dc hitPoint = hitBox.lineIntersection(eyeLocation, direction);
                                if (hitPoint == null)
                                    continue;
                                // System.out.println("shot" + hitBox.getName());
                                // Deal damage
                                ((EntityLiving) shotEntity).damage(pileAsDamageCause(pile), hitBox, (float) damage);
                                // Spawn blood particles
                                Vector3d bloodDir = direction.normalize().mul(0.75);
                                for (int i = 0; i < 120; i++) {
                                    Vector3d random = new Vector3d(Math.random() * 2.0 - 1.0, Math.random() * 2.0 - 1.0, Math.random() * 2.0 - 1.0);
                                    random.mul(0.25);
                                    random.add(bloodDir);
                                    shooter.getWorld().getParticlesManager().spawnParticleAtPositionWithVelocity("blood", hitPoint, random);
                                }
                                // Spawn blood on walls
                                if (nearestLocation != null)
                                    shooter.getWorld().getDecalsManager().drawDecal(nearestLocation, bloodDir, new Vector3d(Math.min(3, shots) * damage / 20f), "blood");
                            }
                        }
                    }
                }
            }
            controller.getParticlesManager().spawnParticleAtPosition("muzzle", eyeLocation);
            FirearmShotEvent event = new FirearmShotEvent(this, shooter, controller);
            shooter.getWorld().getGameContext().getPluginManager().fireEvent(event);
            return (shooter.getWorld() instanceof WorldMaster);
        }
    }
    return false;
}
Also used : EntityComponentRotation(io.xol.chunkstories.api.entity.components.EntityComponentRotation) Entity(io.xol.chunkstories.api.entity.Entity) HitBox(io.xol.chunkstories.api.entity.EntityLiving.HitBox) WorldCell(io.xol.chunkstories.api.world.World.WorldCell) EntityLiving(io.xol.chunkstories.api.entity.EntityLiving) EntityCreative(io.xol.chunkstories.api.entity.interfaces.EntityCreative) WorldClient(io.xol.chunkstories.api.world.WorldClient) Vector3dc(org.joml.Vector3dc) Vector3d(org.joml.Vector3d) Voxel(io.xol.chunkstories.api.voxel.Voxel) EntityPlayer(io.xol.chunkstories.core.entity.EntityPlayer) WorldMaster(io.xol.chunkstories.api.world.WorldMaster) Location(io.xol.chunkstories.api.Location) CollisionBox(io.xol.chunkstories.api.physics.CollisionBox)

Example 3 with Entity

use of io.xol.chunkstories.api.entity.Entity in project chunkstories-core by Hugobros3.

the class ItemMeleeWeapon method onControllerInput.

@Override
public boolean onControllerInput(Entity owner, ItemPile pile, Input input, Controller controller) {
    if (input.getName().startsWith("mouse.left")) {
        // Checks current swing is done
        if (System.currentTimeMillis() - currentSwingStart > swingDuration) {
            currentSwingStart = System.currentTimeMillis();
            hasHitYet = false;
        }
        return true;
    } else if (input.getName().equals("shootGun") && owner.getWorld() instanceof WorldMaster) {
        // Actually hits
        EntityLiving shooter = (EntityLiving) owner;
        Vector3dc direction = shooter.getDirectionLookingAt();
        Vector3d eyeLocation = new Vector3d(shooter.getLocation());
        if (shooter instanceof EntityPlayer)
            eyeLocation.add(new Vector3d(0.0, ((EntityPlayer) shooter).eyePosition, 0.0));
        // Find wall collision
        Location shotBlock = owner.getWorld().collisionsManager().raytraceSolid(eyeLocation, direction, range);
        Vector3d nearestLocation = new Vector3d();
        // Loops to try and break blocks
        while (owner.getWorld() instanceof WorldMaster && shotBlock != null) {
            EditableCell peek = owner.getWorld().peekSafely(shotBlock);
            if (!peek.getVoxel().isAir() && peek.getVoxel().getMaterial().resolveProperty("bulletBreakable") != null && peek.getVoxel().getMaterial().resolveProperty("bulletBreakable").equals("true")) {
                // TODO: Spawn an event to check if it's okay
                // Destroy it
                peek.setVoxel(getDefinition().store().parent().voxels().air());
                for (int i = 0; i < 25; i++) {
                    Vector3d smashedVoxelParticleDirection = new Vector3d(direction);
                    smashedVoxelParticleDirection.mul(2.0);
                    smashedVoxelParticleDirection.add(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5);
                    smashedVoxelParticleDirection.normalize();
                    owner.getWorld().getParticlesManager().spawnParticleAtPositionWithVelocity("voxel_frag", shotBlock, smashedVoxelParticleDirection);
                }
                owner.getWorld().getSoundManager().playSoundEffect("sounds/environment/glass.ogg", Mode.NORMAL, shotBlock, (float) Math.random() * 0.2f + 0.9f, 1.0f);
                // Re-raytrace the ray
                shotBlock = owner.getWorld().collisionsManager().raytraceSolid(eyeLocation, direction, range);
            } else
                break;
        }
        if (shotBlock != null) {
            Location shotBlockOuter = owner.getWorld().collisionsManager().raytraceSolidOuter(eyeLocation, direction, range);
            if (shotBlockOuter != null) {
                Vector3d normal = shotBlockOuter.sub(shotBlock);
                double NbyI2x = 2.0 * direction.dot(normal);
                Vector3d NxNbyI2x = new Vector3d(normal);
                NxNbyI2x.mul(NbyI2x);
                Vector3d reflected = new Vector3d(direction);
                reflected.sub(NxNbyI2x);
                CellData peek = owner.getWorld().peekSafely(shotBlock);
                // This seems fine
                for (CollisionBox box : peek.getTranslatedCollisionBoxes()) {
                    Vector3dc thisLocation = box.lineIntersection(eyeLocation, direction);
                    if (thisLocation != null) {
                        if (nearestLocation == null || nearestLocation.distance(eyeLocation) > thisLocation.distance(eyeLocation))
                            nearestLocation.set(thisLocation);
                    }
                }
                // Position adjustements so shot blocks always shoot proper particles
                if (shotBlock.x() - nearestLocation.x() <= -1.0)
                    nearestLocation.add(-0.01, 0.0, 0.0);
                if (shotBlock.y() - nearestLocation.y() <= -1.0)
                    nearestLocation.add(0.0, -0.01, 0.0);
                if (shotBlock.z() - nearestLocation.z() <= -1.0)
                    nearestLocation.add(0.0, 0.0, -0.01);
                for (int i = 0; i < 25; i++) {
                    Vector3d untouchedReflection = new Vector3d(reflected);
                    Vector3d random = new Vector3d(Math.random() * 2.0 - 1.0, Math.random() * 2.0 - 1.0, Math.random() * 2.0 - 1.0);
                    random.mul(0.5);
                    untouchedReflection.add(random);
                    untouchedReflection.normalize();
                    untouchedReflection.mul(0.25);
                    Vector3d ppos = new Vector3d(nearestLocation);
                    owner.getWorld().getParticlesManager().spawnParticleAtPositionWithVelocity("voxel_frag", ppos, untouchedReflection);
                    owner.getWorld().getSoundManager().playSoundEffect(owner.getWorld().peekSafely(shotBlock).getVoxel().getMaterial().resolveProperty("landingSounds"), Mode.NORMAL, ppos, 1, 0.25f);
                }
                owner.getWorld().getDecalsManager().drawDecal(nearestLocation, normal.negate(), new Vector3d(0.5), "bullethole");
            }
        }
        // Hitreg takes place on server bois
        if (shooter.getWorld() instanceof WorldMaster) {
            // Iterate over each found entities
            Iterator<Entity> shotEntities = owner.getWorld().collisionsManager().rayTraceEntities(eyeLocation, direction, range);
            while (shotEntities.hasNext()) {
                Entity shotEntity = shotEntities.next();
                // Don't shoot itself & only living things get shot
                if (!shotEntity.equals(shooter) && shotEntity instanceof EntityLiving) {
                    // Get hit location
                    for (HitBox hitBox : ((EntityLiving) shotEntity).getHitBoxes()) {
                        Vector3dc hitPoint = hitBox.lineIntersection(eyeLocation, direction);
                        if (hitPoint == null)
                            continue;
                        // Deal damage
                        ((EntityLiving) shotEntity).damage(pileAsDamageCause(pile), hitBox, (float) damage);
                        // Spawn blood particles
                        Vector3d bloodDir = new Vector3d();
                        direction.normalize(bloodDir).mul(0.25);
                        for (int i = 0; i < 250; i++) {
                            Vector3d random = new Vector3d(Math.random() * 2.0 - 1.0, Math.random() * 2.0 - 1.0, Math.random() * 2.0 - 1.0);
                            random.mul(0.25);
                            random.add(bloodDir);
                            shooter.getWorld().getParticlesManager().spawnParticleAtPositionWithVelocity("blood", hitPoint, random);
                        }
                        // Spawn blood on walls
                        if (nearestLocation != null)
                            shooter.getWorld().getDecalsManager().drawDecal(nearestLocation, bloodDir, new Vector3d(3.0), "blood");
                    }
                }
            }
        }
    }
    return false;
}
Also used : Vector3dc(org.joml.Vector3dc) Entity(io.xol.chunkstories.api.entity.Entity) HitBox(io.xol.chunkstories.api.entity.EntityLiving.HitBox) EntityLiving(io.xol.chunkstories.api.entity.EntityLiving) Vector3d(org.joml.Vector3d) Iterator(java.util.Iterator) EntityPlayer(io.xol.chunkstories.core.entity.EntityPlayer) CellData(io.xol.chunkstories.api.world.cell.CellData) WorldMaster(io.xol.chunkstories.api.world.WorldMaster) EditableCell(io.xol.chunkstories.api.world.cell.EditableCell) Location(io.xol.chunkstories.api.Location) CollisionBox(io.xol.chunkstories.api.physics.CollisionBox)

Example 4 with Entity

use of io.xol.chunkstories.api.entity.Entity in project chunkstories-core by Hugobros3.

the class ParticleLightningStrike method getRenderer.

@Override
public ParticleTypeRenderer getRenderer(ParticlesRenderer particlesRenderer) {
    return new ParticleTypeRenderer(particlesRenderer) {

        @Override
        public void forEach_Rendering(RenderingInterface renderingContext, ParticleData data) {
            Content content = ParticleLightningStrike.this.getType().store().parent();
            if (content instanceof ClientContent) {
                ClientContent clientContent = (ClientContent) content;
                LocalPlayer player = clientContent.getContext().getPlayer();
                Entity entity = player.getControlledEntity();
                if (entity != null) {
                    Location loc = entity.getLocation();
                    data.set((float) (double) data.x(), (float) (double) loc.y() + 1024, (float) (double) data.z());
                }
            }
            renderingContext.getLightsRenderer().queueLight(new Light(new Vector3f(226 / 255f, 255 / 255f, 226 / 255f).mul((float) (1f + Math.random())), new Vector3f((float) data.x(), (float) data.y(), (float) data.z()), 102004f + (float) Math.random() * 5f));
        }

        @Override
        public void destroy() {
        }
    };
}
Also used : Entity(io.xol.chunkstories.api.entity.Entity) ClientContent(io.xol.chunkstories.api.client.ClientContent) Content(io.xol.chunkstories.api.content.Content) LocalPlayer(io.xol.chunkstories.api.client.LocalPlayer) Light(io.xol.chunkstories.api.rendering.lightning.Light) Vector3f(org.joml.Vector3f) RenderingInterface(io.xol.chunkstories.api.rendering.RenderingInterface) ClientContent(io.xol.chunkstories.api.client.ClientContent) Location(io.xol.chunkstories.api.Location)

Example 5 with Entity

use of io.xol.chunkstories.api.entity.Entity in project chunkstories-core by Hugobros3.

the class VoxelChest method onPlace.

@Override
public // Chunk stories chests use Minecraft format to ease porting of maps
void onPlace(FutureCell cell, WorldModificationCause cause) throws IllegalBlockModificationException {
    // Can't access the components of a non-yet placed FutureCell
    // getInventory(context);
    int stairsSide = 0;
    // http://minecraft.gamepedia.com/Data_values#Ladders.2C_Furnaces.2C_Chests.2C_Trapped_Chests
    if (cause != null && cause instanceof Entity) {
        Location loc = ((Entity) cause).getLocation();
        double dx = loc.x() - (cell.getX() + 0.5);
        double dz = loc.z() - (cell.getZ() + 0.5);
        if (Math.abs(dx) > Math.abs(dz)) {
            if (dx > 0)
                stairsSide = 4;
            else
                stairsSide = 5;
        } else {
            if (dz > 0)
                stairsSide = 2;
            else
                stairsSide = 3;
        }
        cell.setMetaData(stairsSide);
    }
}
Also used : Entity(io.xol.chunkstories.api.entity.Entity) Location(io.xol.chunkstories.api.Location)

Aggregations

Entity (io.xol.chunkstories.api.entity.Entity)44 Location (io.xol.chunkstories.api.Location)17 WorldMaster (io.xol.chunkstories.api.world.WorldMaster)12 Vector3d (org.joml.Vector3d)11 Player (io.xol.chunkstories.api.player.Player)9 EntityLiving (io.xol.chunkstories.api.entity.EntityLiving)7 EntityControllable (io.xol.chunkstories.api.entity.interfaces.EntityControllable)5 Voxel (io.xol.chunkstories.api.voxel.Voxel)4 World (io.xol.chunkstories.api.world.World)4 EntityPlayer (io.xol.chunkstories.core.entity.EntityPlayer)4 IOException (java.io.IOException)4 EntityBase (io.xol.chunkstories.api.entity.EntityBase)3 HitBox (io.xol.chunkstories.api.entity.EntityLiving.HitBox)3 EntityComponentInventory (io.xol.chunkstories.api.entity.components.EntityComponentInventory)3 WorldException (io.xol.chunkstories.api.exceptions.world.WorldException)3 ItemVoxel (io.xol.chunkstories.api.item.ItemVoxel)3 CollisionBox (io.xol.chunkstories.api.physics.CollisionBox)3 CellData (io.xol.chunkstories.api.world.cell.CellData)3 Vector3dc (org.joml.Vector3dc)3 LocalPlayer (io.xol.chunkstories.api.client.LocalPlayer)2