use of io.xol.chunkstories.core.entity.EntityPlayer 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;
}
}
}
}
}
use of io.xol.chunkstories.core.entity.EntityPlayer 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.core.entity.EntityPlayer 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;
}
use of io.xol.chunkstories.core.entity.EntityPlayer in project chunkstories-core by Hugobros3.
the class VoxelStairs method onPlace.
@Override
public void onPlace(FutureCell cell, WorldModificationCause cause) {
// id+dir of slope
// 0LEFT x-
// 1RIGHT x+
// 2BACK z-
// 3FRONT z+
int stairsSide = 0;
if (cause != null && cause instanceof Entity) {
Entity entity = (Entity) cause;
Location loc = entity.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 = 1;
else
stairsSide = 0;
} else {
if (dz > 0)
stairsSide = 3;
else
stairsSide = 2;
}
if (entity instanceof EntityPlayer) {
if (((EntityPlayer) entity).getEntityRotationComponent().getVerticalRotation() < 0)
stairsSide += 4;
}
cell.setMetaData(stairsSide);
}
}
use of io.xol.chunkstories.core.entity.EntityPlayer in project chunkstories-core by Hugobros3.
the class ItemFirearm method drawItemOverlay.
@Override
public void drawItemOverlay(RenderingInterface renderingInterface, ItemPile pile) {
EntityLiving clientControlledEntity = (EntityLiving) renderingInterface.getClient().getPlayer().getControlledEntity();
if (clientControlledEntity != null && pile.getInventory() != null && pile.getInventory().getHolder() != null && pile.getInventory().getHolder().equals(clientControlledEntity)) {
if (isScoped())
drawScope(renderingInterface);
Vector3d eyeLocation = new Vector3d(clientControlledEntity.getLocation());
if (clientControlledEntity instanceof EntityPlayer)
eyeLocation.add(new Vector3d(0.0, ((EntityPlayer) clientControlledEntity).eyePosition, 0.0));
Vector3d direction = new Vector3d(clientControlledEntity.getDirectionLookingAt());
direction.add(new Vector3d(Math.random() - 0.5, Math.random() - 0.5, Math.random() - 0.5).normalize().mul(accuracy / 100d));
direction.normalize();
// display reload cooldownt text
if (cooldownEnd > System.currentTimeMillis()) {
String reloadText = "Reloading weapon, please wait";
Font font = renderingInterface.getFontRenderer().defaultFont();
// TrueTypeFont.arial11px.getWidth(reloadText);
int cooldownLength = font.getWidth(reloadText);
renderingInterface.getFontRenderer().drawString(font, -cooldownLength + renderingInterface.getWindow().getWidth() / 2, renderingInterface.getWindow().getHeight() / 2, reloadText, 2);
}
}
}
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