use of io.xol.chunkstories.api.world.WorldMaster in project chunkstories-core by Hugobros3.
the class EntityHumanoid method tick.
@Override
public void tick() {
eyePosition = stance.get() == EntityHumanoidStance.CROUCHING ? 1.15 : 1.65;
// Only if we are allowed to
boolean tick = false;
if (this instanceof EntityControllable) {
Controller controller = ((EntityControllable) this).getControllerComponent().getController();
if (controller == null)
tick = (getWorld() instanceof WorldMaster);
else if (getWorld() instanceof WorldClient && ((WorldClient) getWorld()).getClient().getPlayer().equals(controller))
tick = true;
} else
tick = (getWorld() instanceof WorldMaster);
if (tick) {
// The actual moment the jump takes effect
// voxelIn != null && voxelIn.getType().isLiquid();
boolean inWater = isInWater();
if (jumpForce > 0.0 && (!justJumped || inWater)) {
// Set the velocity
getVelocityComponent().setVelocityY(jumpForce);
justJumped = true;
metersWalked = 0.0;
jumpForce = 0.0;
}
// Set acceleration vector to wanted speed - actual speed
if (isDead())
targetVelocity = new Vector3d(0.0);
acceleration = new Vector3d(targetVelocity.x() - getVelocityComponent().getVelocity().x(), 0, targetVelocity.z() - getVelocityComponent().getVelocity().z());
// Limit maximal acceleration depending if we're on the groud or not, we accelerate 2x faster on ground
double maxAcceleration = isOnGround() ? 0.010 : 0.005;
if (inWater)
maxAcceleration = 0.005;
if (acceleration.length() > maxAcceleration) {
acceleration.normalize();
acceleration.mul(maxAcceleration);
}
}
// Plays the walking sounds
handleWalkingEtcSounds();
// Tick : will move the entity, solve velocity/acceleration and so on
super.tick();
}
use of io.xol.chunkstories.api.world.WorldMaster in project chunkstories-core by Hugobros3.
the class EntityComponentHealth method handleDeath.
private void handleDeath() {
EntityDeathEvent entityDeathEvent = new EntityDeathEvent(entityLiving);
entity.getWorld().getGameLogic().getPluginsManager().fireEvent(entityDeathEvent);
// Handles cases of controlled player death
if (entity instanceof EntityControllable) {
Controller controller = ((EntityControllable) entity).getControllerComponent().getController();
if (controller != null) {
controller.setControlledEntity(null);
// Serverside stuff
if (controller instanceof Player && entity.getWorld() instanceof WorldMaster) {
Player player = (Player) controller;
PlayerDeathEvent event = new PlayerDeathEvent(player);
entity.getWorld().getGameLogic().getPluginsManager().fireEvent(event);
// When a player dies, delete his save as well
File playerSavefile = new File(((WorldMaster) entity.getWorld()).getFolderPath() + "/players/" + player.getName().toLowerCase() + ".csf");
if (playerSavefile.exists()) {
// Player save file is deleted upon death
playerSavefile.delete();
}
if (event.getDeathMessage() != null) {
GameContext gc = player.getContext();
if (gc instanceof ServerInterface)
((ServerInterface) gc).broadcastMessage(event.getDeathMessage());
}
} else {
// Weird, undefined cases ( controller wasn't a player, maybe some weird mod logic here
}
}
}
}
use of io.xol.chunkstories.api.world.WorldMaster in project chunkstories-core by Hugobros3.
the class EntityComponentSelectedItem method push.
@Override
protected void push(StreamTarget destinator, DataOutputStream dos) throws IOException {
dos.writeInt(selectedSlot);
ItemPile pile = inventory.getItemPileAt(selectedSlot, 0);
// don't bother writing the item pile if we're not master or if we'd be telling the controller about it
if (pile == null || !(entity.getWorld() instanceof WorldMaster) || (destinator instanceof EntityControllable && destinator.equals(((EntityControllable) entity).getControllerComponent())))
dos.writeBoolean(false);
else {
dos.writeBoolean(true);
pile.saveIntoStream(entity.getWorld().getContentTranslator(), dos);
}
}
use of io.xol.chunkstories.api.world.WorldMaster 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;
}
use of io.xol.chunkstories.api.world.WorldMaster 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;
}
Aggregations